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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
2015-10-27 16:03:33 -04:00
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]
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# include "CoreMinimal.h"
# include "Misc/AutomationTest.h"
# include "UObject/ObjectMacros.h"
# include "UObject/UObjectGlobals.h"
# include "UObject/UObjectHash.h"
# include "UObject/Object.h"
# include "UObject/Package.h"
# include "UObject/UnrealType.h"
# include "Serialization/ArchiveObjectCrc32.h"
# include "Engine/Blueprint.h"
# include "GameFramework/Actor.h"
# include "Engine/World.h"
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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
class FArchiveSkipTransientObjectCRC32 : public FArchiveObjectCrc32
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{
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public :
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
static bool CanPropertyBeDifferentInConvertedCDO ( const UProperty * InProperty )
2015-10-27 16:03:33 -04:00
{
2016-02-12 17:00:45 -05:00
check ( InProperty ) ;
return InProperty - > HasAllPropertyFlags ( CPF_Transient )
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
| | InProperty - > HasAllPropertyFlags ( CPF_EditorOnly )
| | InProperty - > GetName ( ) = = TEXT ( " BlueprintCreatedComponents " )
| | InProperty - > GetName ( ) = = TEXT ( " CreationMethod " )
| | InProperty - > GetName ( ) = = TEXT ( " InstanceComponents " )
| | InProperty - > GetName ( ) = = TEXT ( " bNetAddressable " )
| | InProperty - > GetName ( ) = = TEXT ( " OwnedComponents " ) ;
2015-10-27 16:03:33 -04:00
}
2016-02-12 17:00:45 -05:00
// Begin FArchive Interface
virtual bool ShouldSkipProperty ( const UProperty * InProperty ) const override
{
return FArchiveObjectCrc32 : : ShouldSkipProperty ( InProperty )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
| | CanPropertyBeDifferentInConvertedCDO ( InProperty ) ;
2016-02-12 17:00:45 -05:00
}
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
// End FArchive Interface
} ;
void ClearNativeRecursive ( UObject * OnObject )
{
OnObject - > ClearInternalFlags ( EInternalObjectFlags : : Native ) ;
TArray < UObject * > Children ;
GetObjectsWithOuter ( OnObject , Children , false ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
for ( UObject * Entry : Children )
2015-10-27 16:03:33 -04:00
{
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
ClearNativeRecursive ( Entry ) ;
2015-10-27 16:03:33 -04:00
}
}
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
// We mess with the rootset flag instead of using FGCObject because it's an error for any test data to remain in the rootset after the test runs
struct FOwnedObjectsHelper
{
~ FOwnedObjectsHelper ( )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
for ( UObject * Entry : OwnedObjects )
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
{
Entry - > RemoveFromRoot ( ) ;
Entry - > ClearFlags ( RF_Standalone ) ;
if ( Entry - > IsNative ( ) )
{
ClearNativeRecursive ( Entry ) ;
}
// Actors need to be explicitly destroyed, probably just to remove them from their owning
// level:
if ( AActor * AsActor = Cast < AActor > ( Entry ) )
{
AsActor - > Destroy ( ) ;
}
}
CollectGarbage ( RF_NoFlags ) ;
}
void Push ( UObject * Obj )
{
Obj - > AddToRoot ( ) ;
OwnedObjects . Push ( Obj ) ;
}
private :
TArray < UObject * > OwnedObjects ;
} ;
2015-10-27 16:03:33 -04:00
// Helper functions introduced to load classes (generated or native:
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
static UClass * GetGeneratedClass ( const TCHAR * TestFolder , const TCHAR * ClassName , FAutomationTestBase * Context , FOwnedObjectsHelper & OwnedObjects )
2015-10-27 16:03:33 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
Change 3133997 on 2016/09/21 by Alex.Delesky
#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.
Change 3134132 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
Change 3134147 on 2016/09/21 by Frank.Fella
Core - Add multitouch support to windows.
Change 3134349 on 2016/09/21 by Michael.Dupuis
#jira UE-36151 Update the title bar to display the branch also
Change 3134355 on 2016/09/21 by Michael.Dupuis
#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file
Change 3134447 on 2016/09/21 by Alexis.Matte
#jira UE-36064
The SpriteComponent is now properly reused when duplicating a light.
Change 3134451 on 2016/09/21 by Alexis.Matte
#jira UE-22782
Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true
Change 3134457 on 2016/09/21 by Jamie.Dale
FInternationalization::Leetify now deals with escape sequences correctly.
This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.
Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt
Cleaned up some of the UI for the new material slot workflow (part 1)
Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt
Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected
Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt
Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade
Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
Change 3134939 on 2016/09/21 by Nick.Darnell
Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.
Change 3134941 on 2016/09/21 by Nick.Darnell
Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison.
Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt
Fixed size of material slots in persona details panel
Change 3135076 on 2016/09/21 by Nick.Darnell
Automation - Adding a missing file.
Change 3135584 on 2016/09/22 by Gareth.Martin
Removed unused ULandscapeInfo::BeginDestroy
Slight cleanup to FLandscapeEditDataInterface::DeleteLayer
Change 3135585 on 2016/09/22 by Gareth.Martin
New Count algo
Const'd Copy/Accumulate/Transform
Change 3135599 on 2016/09/22 by Gareth.Martin
Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
#jira UE-35709
Change 3135724 on 2016/09/22 by Michael.Dupuis
#jira UE-32662 Remove old migration code that was causing this side effect
Change 3135726 on 2016/09/22 by Nick.Darnell
Slate - Removing the SLATE_PRE_MULTIPLY macro.
Change 3135730 on 2016/09/22 by Nick.Darnell
UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.
Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure any handles to the backbuffer are released before the backbuffer is resized
https://jira.it.epicgames.net/browse/UE-30488
Change 3135810 on 2016/09/22 by Ben.Marsh
Build: Compile tools before running automated tests.
Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
https://jira.it.epicgames.net/browse/UE-36276
Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt
Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components.
Change 3136318 on 2016/09/22 by Alex.Delesky
#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus
Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt
Fix crash restarting a mission in Odin
Change 3136741 on 2016/09/22 by Cody.Albert
Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget
#jira UE-36322
Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt
Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name.
Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt
Removed the pooled draw elements stuff which is not used
Change 3137791 on 2016/09/23 by Nick.Darnell
MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load.
Change 3137793 on 2016/09/23 by Nick.Darnell
Localization - Adjusting some log statements to say with instead of w/
Change 3137796 on 2016/09/23 by Nick.Darnell
Slate - Adding missing and replacing corrupted style files in the editor.
Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level
Change 3137876 on 2016/09/23 by Jamie.Dale
Added allocation tagging to MProf2
This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).
#jira UETOOL-950
Change 3137982 on 2016/09/23 by Gareth.Martin
Added Invoke() support to CopyIf
Change 3137983 on 2016/09/23 by Gareth.Martin
Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code
Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed Child Actor Template properties not visible after changing Child Actor Class
Change 3138079 on 2016/09/23 by Jamie.Dale
Fixing some Clang warnings
Change 3138087 on 2016/09/23 by Jamie.Dale
Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize
GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).
Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.
#jira UETOOL-952
Change 3138127 on 2016/09/23 by Gareth.Martin
Fixed crash when merging levels containing landscape
#jira UE-36267
Change 3138821 on 2016/09/23 by Stephan.Jiang
Fixes "Select all input node" doesn't work properly on output node.
#jira UE-36335
Change 3138915 on 2016/09/23 by Stephan.Jiang
Disable "select all linked nodes" for output nodes in material editor
Change 3139341 on 2016/09/25 by Nick.Darnell
Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.
Change 3139342 on 2016/09/25 by Nick.Darnell
Landscape - Fixing some compiler errors on mac.
Change 3139345 on 2016/09/25 by Nick.Darnell
Automation - Spelling and cleanup.
Change 3139346 on 2016/09/25 by Nick.Darnell
Engine - Changing a check to an ensure, there's no reason to crash if this happens.
Change 3139347 on 2016/09/25 by Nick.Darnell
Automation - Making EFunctionalTestResult a BlueprintType
Change 3139348 on 2016/09/25 by Nick.Darnell
Automation - Adding another test map.
Change 3139676 on 2016/09/26 by Michael.Dupuis
#jira UE-32335 If we are a config object simply permit the transaction for undo/redo
Change 3139702 on 2016/09/26 by Nick.Darnell
UMG - Making GetLocalHitLocation on UWidgetComponent virtual.
Change 3139760 on 2016/09/26 by Alexis.Matte
Make sure we remove override materials from the list when the mesh point by the component has less materials.
#jira UE-28845
Change 3139761 on 2016/09/26 by Alex.Delesky
Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.
#jira none
Change 3139843 on 2016/09/26 by Alex.Delesky
#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.
Change 3139880 on 2016/09/26 by Frank.Fella
QAGame - Update multitouch test with less crashy assets?
Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt
Fix selections having the potential to be out of sync after undo/redo
Change 3139928 on 2016/09/26 by Nick.Darnell
Automation - tweaking the test maps some more.
Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt
Fix false positive with the test for vaild materials being rendered by slate.
Change 3140912 on 2016/09/26 by Frank.Fella
Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.
Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt
PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)
Change 3141223 on 2016/09/27 by Jamie.Dale
Updated UTextProperty::Identical to no longer compare display strings all the time
It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.
#jira UE-36456
Change 3141242 on 2016/09/27 by Richard.TalbotWatkin
Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
Duplicated CL 3139370 from //UE4/Release-4.13
Duplicated CL 3139878 from //UE4/Release-4.13
Change 3141323 on 2016/09/27 by Michael.Dupuis
#jira UE-35081 Enable bDisplayEngineVersionInBadge by default
Change 3141798 on 2016/09/27 by tim.gautier
Added UMG_DisplayWidget
Change 3143038 on 2016/09/28 by Jamie.Dale
Added extra context to FTableRowBase::OnPostDataImport
It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).
Change 3143039 on 2016/09/28 by Jamie.Dale
Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity
Only texts which have the same display string pointer can have the same identity, so this is a much faster check.
Change 3143098 on 2016/09/28 by Gareth.Martin
Fixed crash when loading duplicated landscape levels
#jira UE-34890
Change 3143300 on 2016/09/28 by Gareth.Martin
Fixed crash when duplicating a level containing a landscape through the content browser
#jira UE-34890
Change 3143389 on 2016/09/28 by Jamie.Dale
LastResort is no longer staged in shipping builds
You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).
This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.
Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed this file
Change 3143717 on 2016/09/28 by Michael.Dupuis
Fixed lowercase
Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport
Change 3143820 on 2016/09/28 by Alexis.Matte
Use the PersonaToolikit to get the mesh
Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt
Added guard for UE-36499
Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt
Fix constructor init order
Change 3144821 on 2016/09/29 by Jamie.Dale
Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize
If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.
Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt
Added a commandlet to allow command line importing of any asset type the engine supports.
- Intermediate checkin
Change 3144875 on 2016/09/29 by Nick.Darnell
Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.
Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt
Disable auto-applying of scalability settings
The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.
Change 3145274 on 2016/09/29 by Jamie.Dale
New asset menu no longer has a scrollbar on most displays
Change 3146004 on 2016/09/29 by Matt.Barnes
Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.
Change 3146377 on 2016/09/30 by Gareth.Martin
Fixed landscape rendering errors after using the "change component size" tool
- also affected initial import of a landscape+weightmaps
#jira UE-34518
Change 3146455 on 2016/09/30 by Jamie.Dale
Fixing more menus that had scrollbars due to only being able to use half the vertical resolution
Change 3146466 on 2016/09/30 by Gareth.Martin
Fixed not being able to erase foliage attached to BSP
#jira UE-36297
Change 3146471 on 2016/09/30 by Jamie.Dale
Can no longer localize sequences via the Content Browser
Change 3146569 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
Change 3147116 on 2016/09/30 by Michael.Dupuis
#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)
Change 3148091 on 2016/10/01 by Matt.Barnes
Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively
Change 3148714 on 2016/10/03 by Nick.Darnell
PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)
#jira UE-35568
Change 3148793 on 2016/10/03 by Nick.Darnell
Automation - TPS for SM_Cornellbox
Change 3148801 on 2016/10/03 by Nick.Darnell
PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)
#jira UE-36711
Change 3148805 on 2016/10/03 by Nick.Darnell
PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)
#jira UE-36715
Change 3148813 on 2016/10/03 by Nick.Darnell
UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget.
Change 3148855 on 2016/10/03 by Gareth.Martin
Fixed performance regression when importing landscape heightmaps
#jira UE-36659
Change 3149482 on 2016/10/03 by Cody.Albert
Added link to Support landing page to Help menu
#jira UE-36603
Change 3149520 on 2016/10/03 by tim.gautier
Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.
Change 3149945 on 2016/10/04 by Gareth.Martin
Fixed invisible landscape components when using tessellation on landscape material
#jira UE-35494
Change 3149951 on 2016/10/04 by Gareth.Martin
Reduced material update log spam when creating and editing landscapes
- Some will remain, landscape fundementally manipulates a lot of material instances
#jira UE-34440
Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt
Fix not crashing when trying to clear objects which have a specific class filter in the property settings
https://jira.it.epicgames.net/browse/UE-36692
Change 3150614 on 2016/10/04 by Nick.Darnell
Git - Disabling some logging in non-debug builds of the git source control plugin.
Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt
Fix loc warnings in these files (duplicate loc keys)
Change 3151679 on 2016/10/05 by Nick.Darnell
Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.
Change 3151722 on 2016/10/05 by Gareth.Martin
Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration
Change 3151816 on 2016/10/05 by Gareth.Martin
Fixed more breakage to Landscape caused by Dev-VREditor from main integration
[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
FString FullName = FString : : Printf ( TEXT ( " /RuntimeTests/CompilerTests/%s/%s.%s " ) , TestFolder , ClassName , ClassName ) ;
UBlueprint * Blueprint = LoadObject < UBlueprint > ( nullptr , * FullName ) ;
2015-10-27 16:03:33 -04:00
if ( ! Blueprint )
{
Context - > AddWarning ( FString : : Printf ( TEXT ( " Missing blueprint for test: '%s' " ) , * FullName ) ) ;
return nullptr ;
}
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
TArray < UObject * > Objects ;
GetObjectsWithOuter ( Blueprint - > GetOuter ( ) , Objects , false ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
for ( UObject * Entry : Objects )
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
{
OwnedObjects . Push ( Entry ) ;
}
CollectGarbage ( RF_NoFlags ) ;
2015-10-27 16:03:33 -04:00
return Blueprint - > GeneratedClass ;
}
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
static UClass * GetNativeClass ( const TCHAR * TestFolder , const TCHAR * ClassName , FAutomationTestBase * Context , FOwnedObjectsHelper & OwnedObjects )
2015-10-27 16:03:33 -04:00
{
2016-02-12 17:00:45 -05:00
CollectGarbage ( RF_NoFlags ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
Change 3133997 on 2016/09/21 by Alex.Delesky
#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.
Change 3134132 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
Change 3134147 on 2016/09/21 by Frank.Fella
Core - Add multitouch support to windows.
Change 3134349 on 2016/09/21 by Michael.Dupuis
#jira UE-36151 Update the title bar to display the branch also
Change 3134355 on 2016/09/21 by Michael.Dupuis
#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file
Change 3134447 on 2016/09/21 by Alexis.Matte
#jira UE-36064
The SpriteComponent is now properly reused when duplicating a light.
Change 3134451 on 2016/09/21 by Alexis.Matte
#jira UE-22782
Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true
Change 3134457 on 2016/09/21 by Jamie.Dale
FInternationalization::Leetify now deals with escape sequences correctly.
This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.
Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt
Cleaned up some of the UI for the new material slot workflow (part 1)
Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt
Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected
Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt
Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade
Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
Change 3134939 on 2016/09/21 by Nick.Darnell
Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.
Change 3134941 on 2016/09/21 by Nick.Darnell
Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison.
Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt
Fixed size of material slots in persona details panel
Change 3135076 on 2016/09/21 by Nick.Darnell
Automation - Adding a missing file.
Change 3135584 on 2016/09/22 by Gareth.Martin
Removed unused ULandscapeInfo::BeginDestroy
Slight cleanup to FLandscapeEditDataInterface::DeleteLayer
Change 3135585 on 2016/09/22 by Gareth.Martin
New Count algo
Const'd Copy/Accumulate/Transform
Change 3135599 on 2016/09/22 by Gareth.Martin
Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
#jira UE-35709
Change 3135724 on 2016/09/22 by Michael.Dupuis
#jira UE-32662 Remove old migration code that was causing this side effect
Change 3135726 on 2016/09/22 by Nick.Darnell
Slate - Removing the SLATE_PRE_MULTIPLY macro.
Change 3135730 on 2016/09/22 by Nick.Darnell
UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.
Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure any handles to the backbuffer are released before the backbuffer is resized
https://jira.it.epicgames.net/browse/UE-30488
Change 3135810 on 2016/09/22 by Ben.Marsh
Build: Compile tools before running automated tests.
Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
https://jira.it.epicgames.net/browse/UE-36276
Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt
Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components.
Change 3136318 on 2016/09/22 by Alex.Delesky
#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus
Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt
Fix crash restarting a mission in Odin
Change 3136741 on 2016/09/22 by Cody.Albert
Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget
#jira UE-36322
Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt
Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name.
Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt
Removed the pooled draw elements stuff which is not used
Change 3137791 on 2016/09/23 by Nick.Darnell
MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load.
Change 3137793 on 2016/09/23 by Nick.Darnell
Localization - Adjusting some log statements to say with instead of w/
Change 3137796 on 2016/09/23 by Nick.Darnell
Slate - Adding missing and replacing corrupted style files in the editor.
Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level
Change 3137876 on 2016/09/23 by Jamie.Dale
Added allocation tagging to MProf2
This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).
#jira UETOOL-950
Change 3137982 on 2016/09/23 by Gareth.Martin
Added Invoke() support to CopyIf
Change 3137983 on 2016/09/23 by Gareth.Martin
Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code
Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed Child Actor Template properties not visible after changing Child Actor Class
Change 3138079 on 2016/09/23 by Jamie.Dale
Fixing some Clang warnings
Change 3138087 on 2016/09/23 by Jamie.Dale
Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize
GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).
Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.
#jira UETOOL-952
Change 3138127 on 2016/09/23 by Gareth.Martin
Fixed crash when merging levels containing landscape
#jira UE-36267
Change 3138821 on 2016/09/23 by Stephan.Jiang
Fixes "Select all input node" doesn't work properly on output node.
#jira UE-36335
Change 3138915 on 2016/09/23 by Stephan.Jiang
Disable "select all linked nodes" for output nodes in material editor
Change 3139341 on 2016/09/25 by Nick.Darnell
Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.
Change 3139342 on 2016/09/25 by Nick.Darnell
Landscape - Fixing some compiler errors on mac.
Change 3139345 on 2016/09/25 by Nick.Darnell
Automation - Spelling and cleanup.
Change 3139346 on 2016/09/25 by Nick.Darnell
Engine - Changing a check to an ensure, there's no reason to crash if this happens.
Change 3139347 on 2016/09/25 by Nick.Darnell
Automation - Making EFunctionalTestResult a BlueprintType
Change 3139348 on 2016/09/25 by Nick.Darnell
Automation - Adding another test map.
Change 3139676 on 2016/09/26 by Michael.Dupuis
#jira UE-32335 If we are a config object simply permit the transaction for undo/redo
Change 3139702 on 2016/09/26 by Nick.Darnell
UMG - Making GetLocalHitLocation on UWidgetComponent virtual.
Change 3139760 on 2016/09/26 by Alexis.Matte
Make sure we remove override materials from the list when the mesh point by the component has less materials.
#jira UE-28845
Change 3139761 on 2016/09/26 by Alex.Delesky
Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.
#jira none
Change 3139843 on 2016/09/26 by Alex.Delesky
#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.
Change 3139880 on 2016/09/26 by Frank.Fella
QAGame - Update multitouch test with less crashy assets?
Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt
Fix selections having the potential to be out of sync after undo/redo
Change 3139928 on 2016/09/26 by Nick.Darnell
Automation - tweaking the test maps some more.
Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt
Fix false positive with the test for vaild materials being rendered by slate.
Change 3140912 on 2016/09/26 by Frank.Fella
Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.
Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt
PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)
Change 3141223 on 2016/09/27 by Jamie.Dale
Updated UTextProperty::Identical to no longer compare display strings all the time
It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.
#jira UE-36456
Change 3141242 on 2016/09/27 by Richard.TalbotWatkin
Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
Duplicated CL 3139370 from //UE4/Release-4.13
Duplicated CL 3139878 from //UE4/Release-4.13
Change 3141323 on 2016/09/27 by Michael.Dupuis
#jira UE-35081 Enable bDisplayEngineVersionInBadge by default
Change 3141798 on 2016/09/27 by tim.gautier
Added UMG_DisplayWidget
Change 3143038 on 2016/09/28 by Jamie.Dale
Added extra context to FTableRowBase::OnPostDataImport
It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).
Change 3143039 on 2016/09/28 by Jamie.Dale
Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity
Only texts which have the same display string pointer can have the same identity, so this is a much faster check.
Change 3143098 on 2016/09/28 by Gareth.Martin
Fixed crash when loading duplicated landscape levels
#jira UE-34890
Change 3143300 on 2016/09/28 by Gareth.Martin
Fixed crash when duplicating a level containing a landscape through the content browser
#jira UE-34890
Change 3143389 on 2016/09/28 by Jamie.Dale
LastResort is no longer staged in shipping builds
You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).
This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.
Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed this file
Change 3143717 on 2016/09/28 by Michael.Dupuis
Fixed lowercase
Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport
Change 3143820 on 2016/09/28 by Alexis.Matte
Use the PersonaToolikit to get the mesh
Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt
Added guard for UE-36499
Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt
Fix constructor init order
Change 3144821 on 2016/09/29 by Jamie.Dale
Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize
If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.
Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt
Added a commandlet to allow command line importing of any asset type the engine supports.
- Intermediate checkin
Change 3144875 on 2016/09/29 by Nick.Darnell
Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.
Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt
Disable auto-applying of scalability settings
The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.
Change 3145274 on 2016/09/29 by Jamie.Dale
New asset menu no longer has a scrollbar on most displays
Change 3146004 on 2016/09/29 by Matt.Barnes
Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.
Change 3146377 on 2016/09/30 by Gareth.Martin
Fixed landscape rendering errors after using the "change component size" tool
- also affected initial import of a landscape+weightmaps
#jira UE-34518
Change 3146455 on 2016/09/30 by Jamie.Dale
Fixing more menus that had scrollbars due to only being able to use half the vertical resolution
Change 3146466 on 2016/09/30 by Gareth.Martin
Fixed not being able to erase foliage attached to BSP
#jira UE-36297
Change 3146471 on 2016/09/30 by Jamie.Dale
Can no longer localize sequences via the Content Browser
Change 3146569 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
Change 3147116 on 2016/09/30 by Michael.Dupuis
#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)
Change 3148091 on 2016/10/01 by Matt.Barnes
Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively
Change 3148714 on 2016/10/03 by Nick.Darnell
PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)
#jira UE-35568
Change 3148793 on 2016/10/03 by Nick.Darnell
Automation - TPS for SM_Cornellbox
Change 3148801 on 2016/10/03 by Nick.Darnell
PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)
#jira UE-36711
Change 3148805 on 2016/10/03 by Nick.Darnell
PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)
#jira UE-36715
Change 3148813 on 2016/10/03 by Nick.Darnell
UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget.
Change 3148855 on 2016/10/03 by Gareth.Martin
Fixed performance regression when importing landscape heightmaps
#jira UE-36659
Change 3149482 on 2016/10/03 by Cody.Albert
Added link to Support landing page to Help menu
#jira UE-36603
Change 3149520 on 2016/10/03 by tim.gautier
Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.
Change 3149945 on 2016/10/04 by Gareth.Martin
Fixed invisible landscape components when using tessellation on landscape material
#jira UE-35494
Change 3149951 on 2016/10/04 by Gareth.Martin
Reduced material update log spam when creating and editing landscapes
- Some will remain, landscape fundementally manipulates a lot of material instances
#jira UE-34440
Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt
Fix not crashing when trying to clear objects which have a specific class filter in the property settings
https://jira.it.epicgames.net/browse/UE-36692
Change 3150614 on 2016/10/04 by Nick.Darnell
Git - Disabling some logging in non-debug builds of the git source control plugin.
Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt
Fix loc warnings in these files (duplicate loc keys)
Change 3151679 on 2016/10/05 by Nick.Darnell
Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.
Change 3151722 on 2016/10/05 by Gareth.Martin
Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration
Change 3151816 on 2016/10/05 by Gareth.Martin
Fixed more breakage to Landscape caused by Dev-VREditor from main integration
[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
FString FullName = FString : : Printf ( TEXT ( " /RuntimeTests/CompilerTests/%s/%s " ) , TestFolder , ClassName ) ;
UPackage * NativePackage = CreatePackage ( nullptr , * FullName ) ;
2015-10-27 16:03:33 -04:00
check ( NativePackage ) ;
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
const FString FStringFullPathName = FString : : Printf ( TEXT ( " %s.%s_C " ) , * FullName , ClassName ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
UClass * Ret = ( UClass * ) ConstructDynamicType ( * FStringFullPathName , EConstructDynamicType : : CallZConstructor ) ; //FindObjectFast<UClass>(NativePackage, *(FString(ClassName) + TEXT("_C")));
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
2015-10-27 16:03:33 -04:00
if ( ! Ret )
{
Context - > AddWarning ( FString : : Printf ( TEXT ( " Missing native type for test: '%s' " ) , ClassName ) ) ;
return nullptr ;
}
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
TArray < UObject * > Objects ;
GetObjectsWithOuter ( NativePackage , Objects , false ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
for ( UObject * Entry : Objects )
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
{
OwnedObjects . Push ( Entry ) ;
}
CollectGarbage ( RF_NoFlags ) ;
2015-10-27 16:03:33 -04:00
return Ret ;
}
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
typedef UClass * ( * ClassAccessor ) ( const TCHAR * , const TCHAR * , FAutomationTestBase * , FOwnedObjectsHelper & ) ;
typedef uint32 ( * TestImpl ) ( ClassAccessor F , FAutomationTestBase * Context ) ;
// This pattern is repeated in each test, so I'm just writing a helper function rather than copy/pasting it:
static bool RunTestHelper ( TestImpl T , FAutomationTestBase * Context )
{
uint32 ResultsGenerated = T ( & GetGeneratedClass , Context ) ;
uint32 ResultsNative = T ( & GetNativeClass , Context ) ;
if ( ResultsGenerated = = 0 )
{
Context - > AddError ( TEXT ( " Test failed to run! " ) ) ;
}
else if ( ResultsGenerated ! = ResultsNative )
{
Context - > AddError ( TEXT ( " Native differs from generated! " ) ) ;
}
return true ;
}
2015-10-27 16:03:33 -04:00
// Helper functions introduced to avoid crashing if classes are missing:
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
static UObject * NewTestObject ( UClass * Class , FOwnedObjectsHelper & OwnedObjects )
2015-10-27 16:03:33 -04:00
{
if ( Class )
{
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
UObject * Result = NewObject < UObject > ( GetTransientPackage ( ) , Class , NAME_None ) ;
if ( Result )
{
OwnedObjects . Push ( Result ) ;
}
return Result ;
2015-10-27 16:03:33 -04:00
}
return nullptr ;
}
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
static UObject * NewTestActor ( UClass * ActorClass , FOwnedObjectsHelper & OwnedObjects )
2015-10-27 16:03:33 -04:00
{
if ( ActorClass )
{
AActor * Actor = GWorld - > SpawnActor ( ActorClass ) ;
# if WITH_EDITORONLY_DATA
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
if ( Actor )
{
OwnedObjects . Push ( Actor ) ;
Actor - > GetRootComponent ( ) - > bVisualizeComponent = true ;
}
2015-10-27 16:03:33 -04:00
# endif
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 Actor ;
2015-10-27 16:03:33 -04:00
}
return nullptr ;
}
static void Call ( UObject * Target , const TCHAR * FunctionName , void * Args = nullptr )
{
if ( ! Target )
{
return ;
}
UFunction * Fn = Target - > FindFunction ( FunctionName ) ;
if ( Fn )
{
Target - > ProcessEvent ( Fn , Args ) ;
}
}
// Remove EAutomationTestFlags::Disabled to enable these tests, note that these will need to be moved into the ClientContext because we can only test cooked content:
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
Change 3133997 on 2016/09/21 by Alex.Delesky
#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.
Change 3134132 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
Change 3134147 on 2016/09/21 by Frank.Fella
Core - Add multitouch support to windows.
Change 3134349 on 2016/09/21 by Michael.Dupuis
#jira UE-36151 Update the title bar to display the branch also
Change 3134355 on 2016/09/21 by Michael.Dupuis
#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file
Change 3134447 on 2016/09/21 by Alexis.Matte
#jira UE-36064
The SpriteComponent is now properly reused when duplicating a light.
Change 3134451 on 2016/09/21 by Alexis.Matte
#jira UE-22782
Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true
Change 3134457 on 2016/09/21 by Jamie.Dale
FInternationalization::Leetify now deals with escape sequences correctly.
This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.
Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt
Cleaned up some of the UI for the new material slot workflow (part 1)
Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt
Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected
Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt
Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade
Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
Change 3134939 on 2016/09/21 by Nick.Darnell
Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.
Change 3134941 on 2016/09/21 by Nick.Darnell
Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison.
Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt
Fixed size of material slots in persona details panel
Change 3135076 on 2016/09/21 by Nick.Darnell
Automation - Adding a missing file.
Change 3135584 on 2016/09/22 by Gareth.Martin
Removed unused ULandscapeInfo::BeginDestroy
Slight cleanup to FLandscapeEditDataInterface::DeleteLayer
Change 3135585 on 2016/09/22 by Gareth.Martin
New Count algo
Const'd Copy/Accumulate/Transform
Change 3135599 on 2016/09/22 by Gareth.Martin
Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
#jira UE-35709
Change 3135724 on 2016/09/22 by Michael.Dupuis
#jira UE-32662 Remove old migration code that was causing this side effect
Change 3135726 on 2016/09/22 by Nick.Darnell
Slate - Removing the SLATE_PRE_MULTIPLY macro.
Change 3135730 on 2016/09/22 by Nick.Darnell
UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.
Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure any handles to the backbuffer are released before the backbuffer is resized
https://jira.it.epicgames.net/browse/UE-30488
Change 3135810 on 2016/09/22 by Ben.Marsh
Build: Compile tools before running automated tests.
Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
https://jira.it.epicgames.net/browse/UE-36276
Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt
Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components.
Change 3136318 on 2016/09/22 by Alex.Delesky
#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus
Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt
Fix crash restarting a mission in Odin
Change 3136741 on 2016/09/22 by Cody.Albert
Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget
#jira UE-36322
Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt
Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name.
Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt
Removed the pooled draw elements stuff which is not used
Change 3137791 on 2016/09/23 by Nick.Darnell
MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load.
Change 3137793 on 2016/09/23 by Nick.Darnell
Localization - Adjusting some log statements to say with instead of w/
Change 3137796 on 2016/09/23 by Nick.Darnell
Slate - Adding missing and replacing corrupted style files in the editor.
Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level
Change 3137876 on 2016/09/23 by Jamie.Dale
Added allocation tagging to MProf2
This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).
#jira UETOOL-950
Change 3137982 on 2016/09/23 by Gareth.Martin
Added Invoke() support to CopyIf
Change 3137983 on 2016/09/23 by Gareth.Martin
Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code
Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed Child Actor Template properties not visible after changing Child Actor Class
Change 3138079 on 2016/09/23 by Jamie.Dale
Fixing some Clang warnings
Change 3138087 on 2016/09/23 by Jamie.Dale
Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize
GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).
Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.
#jira UETOOL-952
Change 3138127 on 2016/09/23 by Gareth.Martin
Fixed crash when merging levels containing landscape
#jira UE-36267
Change 3138821 on 2016/09/23 by Stephan.Jiang
Fixes "Select all input node" doesn't work properly on output node.
#jira UE-36335
Change 3138915 on 2016/09/23 by Stephan.Jiang
Disable "select all linked nodes" for output nodes in material editor
Change 3139341 on 2016/09/25 by Nick.Darnell
Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.
Change 3139342 on 2016/09/25 by Nick.Darnell
Landscape - Fixing some compiler errors on mac.
Change 3139345 on 2016/09/25 by Nick.Darnell
Automation - Spelling and cleanup.
Change 3139346 on 2016/09/25 by Nick.Darnell
Engine - Changing a check to an ensure, there's no reason to crash if this happens.
Change 3139347 on 2016/09/25 by Nick.Darnell
Automation - Making EFunctionalTestResult a BlueprintType
Change 3139348 on 2016/09/25 by Nick.Darnell
Automation - Adding another test map.
Change 3139676 on 2016/09/26 by Michael.Dupuis
#jira UE-32335 If we are a config object simply permit the transaction for undo/redo
Change 3139702 on 2016/09/26 by Nick.Darnell
UMG - Making GetLocalHitLocation on UWidgetComponent virtual.
Change 3139760 on 2016/09/26 by Alexis.Matte
Make sure we remove override materials from the list when the mesh point by the component has less materials.
#jira UE-28845
Change 3139761 on 2016/09/26 by Alex.Delesky
Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.
#jira none
Change 3139843 on 2016/09/26 by Alex.Delesky
#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.
Change 3139880 on 2016/09/26 by Frank.Fella
QAGame - Update multitouch test with less crashy assets?
Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt
Fix selections having the potential to be out of sync after undo/redo
Change 3139928 on 2016/09/26 by Nick.Darnell
Automation - tweaking the test maps some more.
Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt
Fix false positive with the test for vaild materials being rendered by slate.
Change 3140912 on 2016/09/26 by Frank.Fella
Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.
Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt
PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)
Change 3141223 on 2016/09/27 by Jamie.Dale
Updated UTextProperty::Identical to no longer compare display strings all the time
It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.
#jira UE-36456
Change 3141242 on 2016/09/27 by Richard.TalbotWatkin
Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
Duplicated CL 3139370 from //UE4/Release-4.13
Duplicated CL 3139878 from //UE4/Release-4.13
Change 3141323 on 2016/09/27 by Michael.Dupuis
#jira UE-35081 Enable bDisplayEngineVersionInBadge by default
Change 3141798 on 2016/09/27 by tim.gautier
Added UMG_DisplayWidget
Change 3143038 on 2016/09/28 by Jamie.Dale
Added extra context to FTableRowBase::OnPostDataImport
It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).
Change 3143039 on 2016/09/28 by Jamie.Dale
Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity
Only texts which have the same display string pointer can have the same identity, so this is a much faster check.
Change 3143098 on 2016/09/28 by Gareth.Martin
Fixed crash when loading duplicated landscape levels
#jira UE-34890
Change 3143300 on 2016/09/28 by Gareth.Martin
Fixed crash when duplicating a level containing a landscape through the content browser
#jira UE-34890
Change 3143389 on 2016/09/28 by Jamie.Dale
LastResort is no longer staged in shipping builds
You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).
This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.
Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed this file
Change 3143717 on 2016/09/28 by Michael.Dupuis
Fixed lowercase
Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport
Change 3143820 on 2016/09/28 by Alexis.Matte
Use the PersonaToolikit to get the mesh
Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt
Added guard for UE-36499
Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt
Fix constructor init order
Change 3144821 on 2016/09/29 by Jamie.Dale
Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize
If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.
Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt
Added a commandlet to allow command line importing of any asset type the engine supports.
- Intermediate checkin
Change 3144875 on 2016/09/29 by Nick.Darnell
Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.
Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt
Disable auto-applying of scalability settings
The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.
Change 3145274 on 2016/09/29 by Jamie.Dale
New asset menu no longer has a scrollbar on most displays
Change 3146004 on 2016/09/29 by Matt.Barnes
Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.
Change 3146377 on 2016/09/30 by Gareth.Martin
Fixed landscape rendering errors after using the "change component size" tool
- also affected initial import of a landscape+weightmaps
#jira UE-34518
Change 3146455 on 2016/09/30 by Jamie.Dale
Fixing more menus that had scrollbars due to only being able to use half the vertical resolution
Change 3146466 on 2016/09/30 by Gareth.Martin
Fixed not being able to erase foliage attached to BSP
#jira UE-36297
Change 3146471 on 2016/09/30 by Jamie.Dale
Can no longer localize sequences via the Content Browser
Change 3146569 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
Change 3147116 on 2016/09/30 by Michael.Dupuis
#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)
Change 3148091 on 2016/10/01 by Matt.Barnes
Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively
Change 3148714 on 2016/10/03 by Nick.Darnell
PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)
#jira UE-35568
Change 3148793 on 2016/10/03 by Nick.Darnell
Automation - TPS for SM_Cornellbox
Change 3148801 on 2016/10/03 by Nick.Darnell
PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)
#jira UE-36711
Change 3148805 on 2016/10/03 by Nick.Darnell
PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)
#jira UE-36715
Change 3148813 on 2016/10/03 by Nick.Darnell
UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget.
Change 3148855 on 2016/10/03 by Gareth.Martin
Fixed performance regression when importing landscape heightmaps
#jira UE-36659
Change 3149482 on 2016/10/03 by Cody.Albert
Added link to Support landing page to Help menu
#jira UE-36603
Change 3149520 on 2016/10/03 by tim.gautier
Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.
Change 3149945 on 2016/10/04 by Gareth.Martin
Fixed invisible landscape components when using tessellation on landscape material
#jira UE-35494
Change 3149951 on 2016/10/04 by Gareth.Martin
Reduced material update log spam when creating and editing landscapes
- Some will remain, landscape fundementally manipulates a lot of material instances
#jira UE-34440
Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt
Fix not crashing when trying to clear objects which have a specific class filter in the property settings
https://jira.it.epicgames.net/browse/UE-36692
Change 3150614 on 2016/10/04 by Nick.Darnell
Git - Disabling some logging in non-debug builds of the git source control plugin.
Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt
Fix loc warnings in these files (duplicate loc keys)
Change 3151679 on 2016/10/05 by Nick.Darnell
Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.
Change 3151722 on 2016/10/05 by Gareth.Martin
Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration
Change 3151816 on 2016/10/05 by Gareth.Martin
Fixed more breakage to Landscape caused by Dev-VREditor from main integration
[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
static const uint32 CompilerTestFlags = EAutomationTestFlags : : ClientContext | EAutomationTestFlags : : EngineFilter ;
2015-10-27 16:03:33 -04:00
// Tests:
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerArrayTest , " Project.Blueprints.NativeBackend.ArrayTest " , CompilerTestFlags )
bool FBPCompilerArrayTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
TArray < FString > Input ;
2015-10-27 16:03:33 -04:00
Input . Push ( TEXT ( " addedString " ) ) ;
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
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Array " ) , TEXT ( " BP_Array_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
2015-10-27 16:03:33 -04:00
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
Call ( TestInstance , TEXT ( " RunArrayTest " ) , & Input ) ;
2015-10-27 16:03:33 -04:00
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
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
}
2015-10-27 16:03:33 -04:00
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerCDOTest , " Project.Blueprints.NativeBackend.CDOTest " , CompilerTestFlags )
bool FBPCompilerCDOTest : : RunTest ( const FString & Parameters )
{
2016-02-12 17:00:45 -05:00
FOwnedObjectsHelper OwnedObjects ;
UObject * GeneratedTestInstance = NewTestObject ( GetGeneratedClass ( TEXT ( " CDO " ) , TEXT ( " BP_CDO_Basic " ) , this , OwnedObjects ) , OwnedObjects ) ;
UObject * NativeTestInstance = NewTestObject ( GetNativeClass ( TEXT ( " CDO " ) , TEXT ( " BP_CDO_Basic " ) , this , OwnedObjects ) , OwnedObjects ) ;
if ( ! GeneratedTestInstance | | ! NativeTestInstance )
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{
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AddError ( TEXT ( " Test failed to run! " ) ) ;
return true ;
}
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2016-02-12 17:00:45 -05:00
for ( UProperty * NativeProperty : TFieldRange < UProperty > ( NativeTestInstance - > GetClass ( ) ) )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
if ( ( NativeProperty - > GetOwnerClass ( ) = = UObject : : StaticClass ( ) ) | | ( FArchiveSkipTransientObjectCRC32 : : CanPropertyBeDifferentInConvertedCDO ( NativeProperty ) ) )
2015-10-27 16:03:33 -04:00
{
2016-02-12 17:00:45 -05:00
continue ;
}
UProperty * BPProperty = FindField < UProperty > ( GeneratedTestInstance - > GetClass ( ) , * NativeProperty - > GetName ( ) ) ;
if ( ! BPProperty )
{
AddError ( * FString : : Printf ( TEXT ( " Cannot find property %s in BPGC " ) , * NativeProperty - > GetName ( ) ) ) ;
return true ;
2015-10-27 16:03:33 -04:00
}
2016-02-12 17:00:45 -05:00
uint8 * NativeValue = NativeProperty - > ContainerPtrToValuePtr < uint8 > ( NativeTestInstance - > GetClass ( ) - > GetDefaultObject ( ) ) ;
uint8 * BPGCValue = BPProperty - > ContainerPtrToValuePtr < uint8 > ( GeneratedTestInstance - > GetClass ( ) - > GetDefaultObject ( ) ) ;
if ( ! NativeProperty - > Identical ( NativeValue , BPGCValue ) )
{
AddError ( * FString : : Printf ( TEXT ( " Different value of property %s " ) , * NativeProperty - > GetName ( ) ) ) ;
return true ;
}
}
return true ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerCommunicationTest , " Project.Blueprints.NativeBackend.CommunicationTest " , CompilerTestFlags )
bool FBPCompilerCommunicationTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
2015-10-27 16:03:33 -04:00
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
UObject * A = NewTestObject ( F ( TEXT ( " Communication " ) , TEXT ( " BP_Comm_Test_A " ) , Context , OwnedObjects ) , OwnedObjects ) ;
UObject * B = NewTestObject ( F ( TEXT ( " Communication " ) , TEXT ( " BP_Comm_Test_B " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! A | | ! B )
{
return 0u ;
}
2015-10-27 16:03:33 -04:00
Call ( A , TEXT ( " Flop " ) ) ;
Call ( B , TEXT ( " Flip " ) ) ;
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
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( B , Results . Crc32 ( A ) ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerConstructionScriptTest , " Project.Blueprints.NativeBackend.ConstructionScriptTest " , CompilerTestFlags )
bool FBPCompilerConstructionScriptTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestActor ( F ( TEXT ( " ConstructionScript " ) , TEXT ( " BP_ConstructionScript_Test " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerControlFlowTest , " Project.Blueprints.NativeBackend.ControlFlow " , CompilerTestFlags )
bool FBPCompilerControlFlowTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " ControlFlow " ) , TEXT ( " BP_ControlFlow_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " RunControlFlowTest " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerEnumTest , " Project.Blueprints.NativeBackend.EnumTest " , CompilerTestFlags )
bool FBPCompilerEnumTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Enum " ) , TEXT ( " BP_Enum_Reader_Writer " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " UpdateEnum " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerEventTest , " Project.Blueprints.NativeBackend.Event " , CompilerTestFlags )
bool FBPCompilerEventTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Event " ) , TEXT ( " BP_Event_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " BeginEventChain " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
struct FInheritenceTestParams
{
bool bFlag ;
TArray < FString > Strings ;
TArray < int32 > Result ;
} ;
inline bool operator = = ( const FInheritenceTestParams & LHS , const FInheritenceTestParams & RHS )
{
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
2015-10-27 16:03:33 -04:00
LHS . bFlag = = RHS . bFlag & &
LHS . Strings = = RHS . Strings & &
LHS . Result = = RHS . Result ;
}
inline bool operator ! = ( const FInheritenceTestParams & LHS , const FInheritenceTestParams & RHS )
{
return ! ( LHS = = RHS ) ;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerInheritenceTest , " Project.Blueprints.NativeBackend.Inheritence " , CompilerTestFlags )
bool FBPCompilerInheritenceTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Inheritence " ) , TEXT ( " BP_Child_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
FInheritenceTestParams Params ;
Params . bFlag = true ;
Call ( TestInstance , TEXT ( " VirtualFunction " ) , & Params ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerStructureTest , " Project.Blueprints.NativeBackend.Structure " , CompilerTestFlags )
bool FBPCompilerStructureTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Structure " ) , TEXT ( " BP_Structure_Driver " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " RunStructTest " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerNodeTest , " Project.Blueprints.NativeBackend.Node " , CompilerTestFlags )
bool FBPCompilerNodeTest : : RunTest ( const FString & Parameters )
{
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
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
2015-10-27 16:03:33 -04:00
{
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
FOwnedObjectsHelper OwnedObjects ;
UObject * TestInstance = NewTestObject ( F ( TEXT ( " Node " ) , TEXT ( " BP_Node_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " RunNodes " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST ( FBPCompilerLatentTest , " Project.Blueprints.NativeBackend.Latent " , CompilerTestFlags )
bool FBPCompilerLatentTest : : RunTest ( const FString & Parameters )
{
auto TestBody = [ ] ( ClassAccessor F , FAutomationTestBase * Context )
{
FOwnedObjectsHelper OwnedObjects ;
TGuardValue < bool > AutoRestore ( GAllowActorScriptExecutionInEditor , true ) ;
UObject * TestInstance = NewTestActor ( F ( TEXT ( " Node " ) , TEXT ( " BP_Latent_Basic " ) , Context , OwnedObjects ) , OwnedObjects ) ;
if ( ! TestInstance )
{
return 0u ;
}
Call ( TestInstance , TEXT ( " RunDelayTest " ) ) ;
Call ( TestInstance , TEXT ( " RunDownloadTest " ) ) ;
FArchiveSkipTransientObjectCRC32 Results ;
return Results . Crc32 ( TestInstance ) ;
} ;
return RunTestHelper ( TestBody , this ) ;
2015-10-27 16:03:33 -04:00
}