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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/SGraphEditorImpl.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SGraphEditorImpl.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "GraphEditAction.h"
#include "EdGraph/EdGraph.h"
#include "Modules/ModuleManager.h"
#include "Widgets/SBoxPanel.h"
#include "Framework/Application/SlateApplication.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Text/STextBlock.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "EditorStyleSet.h"
#include "Editor.h"
#include "GraphEditorModule.h"
#include "SGraphPanel.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "SGraphEditorActionMenu.h"
#include "Widgets/Notifications/SNotificationList.h"
#define LOCTEXT_NAMESPACE "GraphEditorModule"
/////////////////////////////////////////////////////
// SGraphEditorImpl
FVector2D SGraphEditorImpl::GetPasteLocation() const
{
return GraphPanel->GetPastePosition();
}
bool SGraphEditorImpl::IsNodeTitleVisible( const UEdGraphNode* Node, bool bEnsureVisible )
{
return GraphPanel->IsNodeTitleVisible(Node, bEnsureVisible);
}
void SGraphEditorImpl::JumpToNode( const UEdGraphNode* JumpToMe, bool bRequestRename, bool bSelectNode )
{
GraphPanel->JumpToNode(JumpToMe, bRequestRename, bSelectNode);
FocusLockedEditorHere();
}
void SGraphEditorImpl::JumpToPin( const UEdGraphPin* JumpToMe )
{
GraphPanel->JumpToPin(JumpToMe);
FocusLockedEditorHere();
}
bool SGraphEditorImpl::SupportsKeyboardFocus() const
{
return true;
}
FReply SGraphEditorImpl::OnFocusReceived( const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent )
{
OnFocused.ExecuteIfBound(SharedThis(this));
return FReply::Handled();
}
FReply SGraphEditorImpl::OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
if(MouseEvent.IsMouseButtonDown(EKeys::ThumbMouseButton))
{
OnNavigateHistoryBack.ExecuteIfBound();
}
else if(MouseEvent.IsMouseButtonDown(EKeys::ThumbMouseButton2))
{
OnNavigateHistoryForward.ExecuteIfBound();
}
return FReply::Handled().SetUserFocus(SharedThis(this), EFocusCause::Mouse);
}
FReply SGraphEditorImpl::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
int32 NumNodes = GetCurrentGraph()->Nodes.Num();
if (Commands->ProcessCommandBindings( InKeyEvent ) )
{
bool bPasteOperation = InKeyEvent.IsControlDown() && InKeyEvent.GetKey() == EKeys::V;
if( !bPasteOperation && GetCurrentGraph()->Nodes.Num() > NumNodes )
{
OnNodeSpawnedByKeymap.ExecuteIfBound();
}
return FReply::Handled();
}
else
{
return SCompoundWidget::OnKeyDown(MyGeometry, InKeyEvent);
}
}
void SGraphEditorImpl::NotifyGraphChanged()
{
FEdGraphEditAction DefaultAction;
OnGraphChanged(DefaultAction);
}
void SGraphEditorImpl::OnGraphChanged(const FEdGraphEditAction& InAction)
{
if ( !bIsActiveTimerRegistered )
{
const UEdGraphSchema* Schema = EdGraphObj->GetSchema();
const bool bSchemaRequiresFullRefresh = Schema->ShouldAlwaysPurgeOnModification();
const bool bWasAddAction = (InAction.Action & GRAPHACTION_AddNode) != 0;
const bool bWasSelectAction = (InAction.Action & GRAPHACTION_SelectNode) != 0;
const bool bWasRemoveAction = (InAction.Action & GRAPHACTION_RemoveNode) != 0;
// If we did a 'default action' (or some other action not handled by SGraphPanel::OnGraphChanged
// or if we're using a schema that always needs a full refresh, then purge the current nodes
// and queue an update:
if (bSchemaRequiresFullRefresh ||
(!bWasAddAction && !bWasSelectAction && !bWasRemoveAction) )
{
GraphPanel->PurgeVisualRepresentation();
// Trigger the refresh
bIsActiveTimerRegistered = true;
RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SGraphEditorImpl::TriggerRefresh));
}
}
}
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
//void SGraphEditorImpl::GraphEd_OnPanelUpdated()
//{
//
//}
const TSet<class UObject*>& SGraphEditorImpl::GetSelectedNodes() const
{
return GraphPanel->SelectionManager.GetSelectedNodes();
}
void SGraphEditorImpl::ClearSelectionSet()
{
GraphPanel->SelectionManager.ClearSelectionSet();
}
void SGraphEditorImpl::SetNodeSelection(UEdGraphNode* Node, bool bSelect)
{
GraphPanel->SelectionManager.SetNodeSelection(Node, bSelect);
}
void SGraphEditorImpl::SelectAllNodes()
{
FGraphPanelSelectionSet NewSet;
for (int32 NodeIndex = 0; NodeIndex < EdGraphObj->Nodes.Num(); ++NodeIndex)
{
UEdGraphNode* Node = EdGraphObj->Nodes[NodeIndex];
if (Node)
{
ensureMsgf(Node->IsValidLowLevel(), TEXT("Node is invalid"));
NewSet.Add(Node);
}
}
GraphPanel->SelectionManager.SetSelectionSet(NewSet);
}
UEdGraphPin* SGraphEditorImpl::GetGraphPinForMenu()
{
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
return GraphPinForMenu.Get();
}
UEdGraphNode* SGraphEditorImpl::GetGraphNodeForMenu()
{
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
return GraphNodeForMenu.IsValid() ? GraphNodeForMenu.Get() : nullptr;
}
void SGraphEditorImpl::ZoomToFit(bool bOnlySelection)
{
GraphPanel->ZoomToFit(bOnlySelection);
}
bool SGraphEditorImpl::GetBoundsForSelectedNodes( class FSlateRect& Rect, float Padding )
{
return GraphPanel->GetBoundsForSelectedNodes(Rect, Padding);
}
bool SGraphEditorImpl::GetBoundsForNode( const UEdGraphNode* InNode, class FSlateRect& Rect, float Padding) const
{
FVector2D TopLeft, BottomRight;
if (GraphPanel->GetBoundsForNode(InNode, TopLeft, BottomRight, Padding))
{
Rect.Left = TopLeft.X;
Rect.Top = TopLeft.Y;
Rect.Bottom = BottomRight.Y;
Rect.Right = BottomRight.X;
return true;
}
return false;
}
void SGraphEditorImpl::StraightenConnections()
{
GraphPanel->StraightenConnections();
}
void SGraphEditorImpl::StraightenConnections(UEdGraphPin* SourcePin, UEdGraphPin* PinToAlign)
{
GraphPanel->StraightenConnections(SourcePin, PinToAlign);
}
void SGraphEditorImpl::Construct( const FArguments& InArgs )
{
Commands = MakeShareable( new FUICommandList() );
IsEditable = InArgs._IsEditable;
DisplayAsReadOnly = InArgs._DisplayAsReadOnly;
Appearance = InArgs._Appearance;
TitleBar = InArgs._TitleBar;
bAutoExpandActionMenu = InArgs._AutoExpandActionMenu;
ShowGraphStateOverlay = InArgs._ShowGraphStateOverlay;
OnNavigateHistoryBack = InArgs._OnNavigateHistoryBack;
OnNavigateHistoryForward = InArgs._OnNavigateHistoryForward;
OnNodeSpawnedByKeymap = InArgs._GraphEvents.OnNodeSpawnedByKeymap;
bIsActiveTimerRegistered = false;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
// Make sure that the editor knows about what kinds
// of commands GraphEditor can do.
FGraphEditorCommands::Register();
// Tell GraphEditor how to handle all the known commands
{
Commands->MapAction( FGraphEditorCommands::Get().ReconstructNodes,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::ReconstructNodes ),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanReconstructNodes )
);
Commands->MapAction( FGraphEditorCommands::Get().BreakNodeLinks,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::BreakNodeLinks ),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanBreakNodeLinks )
);
Commands->MapAction( FGraphEditorCommands::Get().BreakPinLinks,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::BreakPinLinks, true),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanBreakPinLinks )
);
// Append any additional commands that a consumer of GraphEditor wants us to be aware of.
const TSharedPtr<FUICommandList>& AdditionalCommands = InArgs._AdditionalCommands;
if ( AdditionalCommands.IsValid() )
{
Commands->Append( AdditionalCommands.ToSharedRef() );
}
}
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
bResetMenuContext = false;
GraphPinForMenu.SetPin(nullptr);
EdGraphObj = InArgs._GraphToEdit;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
OnFocused = InArgs._GraphEvents.OnFocused;
OnCreateActionMenu = InArgs._GraphEvents.OnCreateActionMenu;
struct Local
{
static FText GetPIENotifyText(TAttribute<FGraphAppearanceInfo> Appearance, FText DefaultText)
{
FText OverrideText = Appearance.Get().PIENotifyText;
return !OverrideText.IsEmpty() ? OverrideText : DefaultText;
}
static FText GetReadOnlyText(TAttribute<FGraphAppearanceInfo>Appearance, FText DefaultText)
{
FText OverrideText = Appearance.Get().ReadOnlyText;
return !OverrideText.IsEmpty() ? OverrideText : DefaultText;
}
};
FText DefaultPIENotify(LOCTEXT("GraphSimulatingText", "SIMULATING"));
TAttribute<FText> PIENotifyText = Appearance.IsBound() ?
TAttribute<FText>::Create(TAttribute<FText>::FGetter::CreateStatic(&Local::GetPIENotifyText, Appearance, DefaultPIENotify)) :
TAttribute<FText>(DefaultPIENotify);
FText DefaultReadOnlyText(LOCTEXT("GraphReadOnlyText", "READ-ONLY"));
TAttribute<FText> ReadOnlyText = Appearance.IsBound() ?
TAttribute<FText>::Create(TAttribute<FText>::FGetter::CreateStatic(&Local::GetReadOnlyText, Appearance, DefaultReadOnlyText)) :
TAttribute<FText>(DefaultReadOnlyText);
TSharedPtr<SOverlay> OverlayWidget;
this->ChildSlot
[
SAssignNew(OverlayWidget, SOverlay)
// The graph panel
+SOverlay::Slot()
.Expose(GraphPanelSlot)
[
SAssignNew(GraphPanel, SGraphPanel)
.GraphObj( EdGraphObj )
.GraphObjToDiff( InArgs._GraphToDiff)
.OnGetContextMenuFor( this, &SGraphEditorImpl::GraphEd_OnGetContextMenuFor )
.OnSelectionChanged( InArgs._GraphEvents.OnSelectionChanged )
.OnNodeDoubleClicked( InArgs._GraphEvents.OnNodeDoubleClicked )
.IsEditable( this, &SGraphEditorImpl::IsGraphEditable )
.DisplayAsReadOnly( this, &SGraphEditorImpl::DisplayGraphAsReadOnly )
.OnDropActor( InArgs._GraphEvents.OnDropActor )
.OnDropStreamingLevel( InArgs._GraphEvents.OnDropStreamingLevel )
.OnVerifyTextCommit( InArgs._GraphEvents.OnVerifyTextCommit )
.OnTextCommitted( InArgs._GraphEvents.OnTextCommitted )
.OnSpawnNodeByShortcut( InArgs._GraphEvents.OnSpawnNodeByShortcut )
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
//.OnUpdateGraphPanel( this, &SGraphEditorImpl::GraphEd_OnPanelUpdated )
.OnDisallowedPinConnection( InArgs._GraphEvents.OnDisallowedPinConnection )
.ShowGraphStateOverlay(InArgs._ShowGraphStateOverlay)
]
// Indicator of current zoom level
+SOverlay::Slot()
.Padding(5)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.TextStyle( FEditorStyle::Get(), "Graph.ZoomText" )
.Text( this, &SGraphEditorImpl::GetZoomText )
.ColorAndOpacity( this, &SGraphEditorImpl::GetZoomTextColorAndOpacity )
]
// Title bar - optional
+SOverlay::Slot()
.VAlign(VAlign_Top)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
[
InArgs._TitleBar.IsValid() ? InArgs._TitleBar.ToSharedRef() : (TSharedRef<SWidget>)SNullWidget::NullWidget
]
+ SVerticalBox::Slot()
.Padding(20.f, 20.f, 20.f, 0.f)
.VAlign(VAlign_Top)
.HAlign(HAlign_Center)
.AutoHeight()
[
SNew(SBorder)
.Padding(FMargin(10.f, 4.f))
.BorderImage(FEditorStyle::GetBrush(TEXT("Graph.InstructionBackground")))
.BorderBackgroundColor(this, &SGraphEditorImpl::InstructionBorderColor)
.HAlign(HAlign_Center)
.ColorAndOpacity(this, &SGraphEditorImpl::InstructionTextTint)
.Visibility(this, &SGraphEditorImpl::InstructionTextVisibility)
[
SNew(STextBlock)
.TextStyle(FEditorStyle::Get(), "Graph.InstructionText")
.Text(this, &SGraphEditorImpl::GetInstructionText)
]
]
]
// Bottom-right corner text indicating the type of tool
+SOverlay::Slot()
.Padding(10)
.VAlign(VAlign_Bottom)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility( EVisibility::HitTestInvisible )
.TextStyle( FEditorStyle::Get(), "Graph.CornerText" )
.Text(Appearance.Get().CornerText)
]
// Top-right corner text indicating PIE is active
+SOverlay::Slot()
.Padding(20)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility(this, &SGraphEditorImpl::PIENotification)
.TextStyle( FEditorStyle::Get(), "Graph.SimulatingText" )
.Text( PIENotifyText )
]
// Top-right corner text indicating read only when not simulating
+ SOverlay::Slot()
.Padding(20)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility(this, &SGraphEditorImpl::ReadOnlyVisibility)
.TextStyle(FEditorStyle::Get(), "Graph.CornerText")
.Text(ReadOnlyText)
]
// + SOverlay::Slot()
// .Padding(20)
// .VAlign(VAlign_Fill)
// .HAlign(HAlign_Fill)
// [
// SNew(SVerticalBox)
// + SVerticalBox::Slot()
// .FillHeight(0.5)
// .VAlign(VAlign_Bottom)
// .HAlign(HAlign_Center)
// [
//
// ]
// + SVerticalBox::Slot()
// .FillHeight(0.5)
// ]
// Bottom-right corner text for notification list position
+SOverlay::Slot()
.Padding(15.f)
.VAlign(VAlign_Bottom)
.HAlign(HAlign_Right)
[
SAssignNew(NotificationListPtr, SNotificationList)
.Visibility(EVisibility::HitTestInvisible)
]
];
GraphPanel->RestoreViewSettings(FVector2D::ZeroVector, -1);
NotifyGraphChanged();
}
EVisibility SGraphEditorImpl::PIENotification( ) const
{
if(ShowGraphStateOverlay.Get() && (GEditor->bIsSimulatingInEditor || GEditor->PlayWorld != NULL))
{
return EVisibility::Visible;
}
return EVisibility::Hidden;
}
SGraphEditorImpl::~SGraphEditorImpl()
{
}
void SGraphEditorImpl::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
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 (bResetMenuContext)
{
GraphPinForMenu.SetPin(nullptr);
GraphNodeForMenu.Reset();
bResetMenuContext = false;
}
// If locked to another graph editor, and our panel has moved, synchronise the locked graph editor accordingly
if ((EdGraphObj != NULL) && GraphPanel.IsValid())
{
if(GraphPanel->HasMoved() && IsLocked())
{
FocusLockedEditorHere();
}
}
}
EActiveTimerReturnType SGraphEditorImpl::TriggerRefresh( double InCurrentTime, float InDeltaTime )
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
{
GraphPanel->Update();
bIsActiveTimerRegistered = false;
return EActiveTimerReturnType::Stop;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
}
void SGraphEditorImpl::OnClosedActionMenu()
{
GraphPanel->OnStopMakingConnection(/*bForceStop=*/ true);
}
FActionMenuContent SGraphEditorImpl::GraphEd_OnGetContextMenuFor(const FGraphContextMenuArguments& SpawnInfo)
{
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
FActionMenuContent Result;
if (EdGraphObj != NULL)
{
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
Result = FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "NoNodes", "No Nodes") ) );
const UEdGraphSchema* Schema = EdGraphObj->GetSchema();
check(Schema);
// Cache the pin this menu is being brought up for
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
GraphPinForMenu.SetPin(SpawnInfo.GraphPin);
GraphNodeForMenu = SpawnInfo.GraphNode;
if ((SpawnInfo.GraphPin != NULL) || (SpawnInfo.GraphNode != NULL))
{
// Get all menu extenders for this context menu from the graph editor module
FGraphEditorModule& GraphEditorModule = FModuleManager::GetModuleChecked<FGraphEditorModule>( TEXT("GraphEditor") );
TArray<FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode> MenuExtenderDelegates = GraphEditorModule.GetAllGraphEditorContextMenuExtender();
TArray<TSharedPtr<FExtender>> Extenders;
for (int32 i = 0; i < MenuExtenderDelegates.Num(); ++i)
{
if (MenuExtenderDelegates[i].IsBound())
{
Extenders.Add(MenuExtenderDelegates[i].Execute(this->Commands.ToSharedRef(), EdGraphObj, SpawnInfo.GraphNode, SpawnInfo.GraphPin, !IsEditable.Get()));
}
}
TSharedPtr<FExtender> MenuExtender = FExtender::Combine(Extenders);
// Show the menu for the pin or node under the cursor
const bool bShouldCloseAfterAction = true;
FMenuBuilder MenuBuilder( bShouldCloseAfterAction, this->Commands, MenuExtender );
Schema->GetContextMenuActions(EdGraphObj, SpawnInfo.GraphNode, SpawnInfo.GraphPin, &MenuBuilder, !IsEditable.Get());
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
Result = FActionMenuContent(MenuBuilder.MakeWidget());
}
else if (IsEditable.Get())
{
if (EdGraphObj->GetSchema() != NULL )
{
if(OnCreateActionMenu.IsBound())
{
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
Result = OnCreateActionMenu.Execute(
EdGraphObj,
SpawnInfo.NodeAddPosition,
SpawnInfo.DragFromPins,
bAutoExpandActionMenu,
SGraphEditor::FActionMenuClosed::CreateSP(this, &SGraphEditorImpl::OnClosedActionMenu)
);
}
else
{
TSharedRef<SGraphEditorActionMenu> Menu =
SNew(SGraphEditorActionMenu)
.GraphObj( EdGraphObj )
.NewNodePosition(SpawnInfo.NodeAddPosition)
.DraggedFromPins(SpawnInfo.DragFromPins)
.AutoExpandActionMenu(bAutoExpandActionMenu)
.OnClosedCallback( SGraphEditor::FActionMenuClosed::CreateSP(this, &SGraphEditorImpl::OnClosedActionMenu)
);
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
Result = FActionMenuContent( Menu, Menu->GetFilterTextBox() );
}
if (SpawnInfo.DragFromPins.Num() > 0)
{
GraphPanel->PreservePinPreviewUntilForced();
}
}
}
else
{
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
Result = FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "CannotCreateWhileDebugging", "Cannot create new nodes in a read only graph") ) );
}
}
else
{
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
Result = FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "GraphObjectIsNull", "Graph Object is Null") ) );
}
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
Result.OnMenuDismissed.AddLambda([this]()
{
bResetMenuContext = true;
});
return Result;
}
bool SGraphEditorImpl::CanReconstructNodes() const
{
return IsGraphEditable() && (GraphPanel->SelectionManager.AreAnyNodesSelected());
}
bool SGraphEditorImpl::CanBreakNodeLinks() const
{
return IsGraphEditable() && (GraphPanel->SelectionManager.AreAnyNodesSelected());
}
bool SGraphEditorImpl::CanBreakPinLinks() const
{
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
return IsGraphEditable() && (GraphPinForMenu.Get() != nullptr);
}
void SGraphEditorImpl::ReconstructNodes()
{
const UEdGraphSchema* Schema = this->EdGraphObj->GetSchema();
{
FScopedTransaction const Transaction(LOCTEXT("ReconstructNodeTransaction", "Refresh Node(s)"));
for (FGraphPanelSelectionSet::TConstIterator NodeIt( GraphPanel->SelectionManager.GetSelectedNodes() ); NodeIt; ++NodeIt)
{
if (UEdGraphNode* Node = Cast<UEdGraphNode>(*NodeIt))
{
Schema->ReconstructNode(*Node);
}
}
}
NotifyGraphChanged();
}
void SGraphEditorImpl::BreakNodeLinks()
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "GraphEd_BreakNodeLinks", "Break Node Links") );
for (FGraphPanelSelectionSet::TConstIterator NodeIt( GraphPanel->SelectionManager.GetSelectedNodes() ); NodeIt; ++NodeIt)
{
if (UEdGraphNode* Node = Cast<UEdGraphNode>(*NodeIt))
{
const UEdGraphSchema* Schema = Node->GetSchema();
Schema->BreakNodeLinks(*Node);
}
}
}
void SGraphEditorImpl::BreakPinLinks(bool bSendNodeNotification)
{
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 (UEdGraphPin* PinContext = GraphPinForMenu.Get())
{
const UEdGraphSchema* Schema = PinContext->GetSchema();
Schema->BreakPinLinks(*PinContext, bSendNodeNotification);
}
}
FText SGraphEditorImpl::GetZoomText() const
{
return GraphPanel->GetZoomText();
}
FSlateColor SGraphEditorImpl::GetZoomTextColorAndOpacity() const
{
return GraphPanel->GetZoomTextColorAndOpacity();
}
bool SGraphEditorImpl::IsGraphEditable() const
{
return (EdGraphObj != NULL) && IsEditable.Get();
}
bool SGraphEditorImpl::DisplayGraphAsReadOnly() const
{
return (EdGraphObj != NULL) && DisplayAsReadOnly.Get();
}
bool SGraphEditorImpl::IsLocked() const
{
for( auto LockedGraph : LockedGraphs )
{
if( LockedGraph.IsValid() )
{
return true;
}
}
return false;
}
TSharedPtr<SWidget> SGraphEditorImpl::GetTitleBar() const
{
return TitleBar;
}
void SGraphEditorImpl::SetViewLocation( const FVector2D& Location, float ZoomAmount )
{
if( GraphPanel.IsValid() && EdGraphObj && (!IsLocked() || !GraphPanel->HasDeferredObjectFocus()))
{
GraphPanel->RestoreViewSettings(Location, ZoomAmount);
}
}
void SGraphEditorImpl::GetViewLocation( FVector2D& Location, float& ZoomAmount )
{
if( GraphPanel.IsValid() && EdGraphObj && (!IsLocked() || !GraphPanel->HasDeferredObjectFocus()))
{
Location = GraphPanel->GetViewOffset();
ZoomAmount = GraphPanel->GetZoomAmount();
}
}
void SGraphEditorImpl::LockToGraphEditor( TWeakPtr<SGraphEditor> Other )
{
if( !LockedGraphs.Contains(Other) )
{
LockedGraphs.Push(Other);
}
if (GraphPanel.IsValid())
{
FocusLockedEditorHere();
}
}
void SGraphEditorImpl::UnlockFromGraphEditor( TWeakPtr<SGraphEditor> Other )
{
check(Other.IsValid());
int idx = LockedGraphs.Find(Other);
if( ensureMsgf(idx != INDEX_NONE, TEXT("Attempted to unlock graphs that were not locked together: %s %s"), *GetReadableLocation(), *(Other.Pin()->GetReadableLocation()) ) )
{
LockedGraphs.RemoveAtSwap(idx);
}
}
void SGraphEditorImpl::AddNotification( FNotificationInfo& Info, bool bSuccess )
{
// set up common notification properties
Info.bUseLargeFont = true;
TSharedPtr<SNotificationItem> Notification = NotificationListPtr->AddNotification(Info);
if ( Notification.IsValid() )
{
Notification->SetCompletionState( bSuccess ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail );
}
}
void SGraphEditorImpl::FocusLockedEditorHere()
{
for( int i = 0; i < LockedGraphs.Num(); ++i )
{
TSharedPtr<SGraphEditor> LockedGraph = LockedGraphs[i].Pin();
if (LockedGraph != TSharedPtr<SGraphEditor>())
{
LockedGraph->SetViewLocation(GraphPanel->GetViewOffset(), GraphPanel->GetZoomAmount());
}
else
{
LockedGraphs.RemoveAtSwap(i--);
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
void SGraphEditorImpl::SetPinVisibility( SGraphEditor::EPinVisibility InVisibility )
{
if( GraphPanel.IsValid())
{
SGraphEditor::EPinVisibility CachedVisibility = GraphPanel->GetPinVisibility();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
GraphPanel->SetPinVisibility(InVisibility);
if(CachedVisibility != InVisibility)
{
NotifyGraphChanged();
}
}
}
EVisibility SGraphEditorImpl::ReadOnlyVisibility() const
{
if(ShowGraphStateOverlay.Get() && PIENotification() == EVisibility::Hidden && !IsEditable.Get())
{
return EVisibility::Visible;
}
return EVisibility::Hidden;
}
FText SGraphEditorImpl::GetInstructionText() const
{
if (Appearance.IsBound())
{
return Appearance.Get().InstructionText;
}
return FText::GetEmpty();
}
EVisibility SGraphEditorImpl::InstructionTextVisibility() const
{
if (!GetInstructionText().IsEmpty() && (GetInstructionTextFade() > 0.0f))
{
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 EVisibility::HitTestInvisible;
}
return EVisibility::Hidden;
}
float SGraphEditorImpl::GetInstructionTextFade() const
{
float InstructionOpacity = 1.0f;
if (Appearance.IsBound())
{
InstructionOpacity = Appearance.Get().InstructionFade.Get();
}
return InstructionOpacity;
}
FLinearColor SGraphEditorImpl::InstructionTextTint() const
{
return FLinearColor(1.f, 1.f, 1.f, GetInstructionTextFade());
}
FSlateColor SGraphEditorImpl::InstructionBorderColor() const
{
FLinearColor BorderColor(0.1f, 0.1f, 0.1f, 0.7f);
BorderColor.A *= GetInstructionTextFade();
return BorderColor;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2781504 on 2015/11/25 by Mike.Beach Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers. #jira UE-23371 #codereview Dan.OConnor Change 2781513 on 2015/11/25 by Michael.Schoell Find-in-Blueprints optimized gathering. Size of data has shrunk in the Asset Registry by up to one fifth the old size! Performance moderately improved. Load and save times of Blueprints increased, less redundant gathering of searchable data. #jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data Change 2781517 on 2015/11/25 by Michael.Schoell Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure. #jira UE-23136 - Remove Item Node Removes All Objects in an Array Change 2781804 on 2015/11/26 by Maciej.Mroz Changed ConformImplementedEvents. #jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking #codereview Phillip.Kavan, Mike.Beach Change 2781821 on 2015/11/26 by Ben.Cosh This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls. #UEBP-66 - Blueprint debug keymappings #UE-16817 - Add step-in, step-over, and run until here functions for breakpoints #UE-12481 - The F10 key doesn't work for stepping blueprint debugging #Branch UE4 #Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate reviewedby chris.wood Change 2781861 on 2015/11/26 by Maciej.Mroz UE-23626 Converted tower defense game - you cannot click to place towers CodeGenerator generates overriden exported names for events and functions. #codereview Dan.Oconnor, Steve.Robb Change 2782798 on 2015/11/30 by Maciej.Mroz BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter). #jira UE-23862 Pawns in TowerDefenseGame don't move in converted build #codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor Change 2782881 on 2015/11/30 by Michael.Schoell Fixed ensure when promoting function graphs from interfaces during interface removal. #jira UE-23717 - Ensure removing an implemented interface when transfering functions Change 2783041 on 2015/11/30 by Maciej.Mroz BP C++ conversion: All variables from Event Graph are listed as class properties. #jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window #codereview Mike.Beach, Dan.Oconnor Change 2783080 on 2015/11/30 by Michael.Schoell Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error. Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected. All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed. Duplicating graphs will correct names of objects in child Blueprints. Function overrides of interfaces expected as an event can be deleted. Duplicating graphs while in PIE is no longer possible. When removing an interface, the operation can now be canceled. #jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp Change 2783338 on 2015/11/30 by Michael.Schoell New output pins on function result nodes will properly fill out with valid default values. All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint. #jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function Change 2783742 on 2015/11/30 by Phillip.Kavan [UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load. change summary: - modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects Change 2784652 on 2015/12/01 by Ben.Cosh Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor. #UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip. #Branch UE4 #Proj Kismet #CodeReview Chris.Wood Change 2784834 on 2015/12/01 by Michael.Schoell Added functions to convert from string to: Vector, Vector2D, Rotator, Color. #jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama PR #1795
2015-12-16 17:17:43 -05:00
void SGraphEditorImpl::CaptureKeyboard()
{
FSlateApplication::Get().SetKeyboardFocus(GraphPanel);
}
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE