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

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "SNodePanel.h"
#include "Rendering/DrawElements.h"
#include "Fonts/FontMeasure.h"
#include "Framework/Application/SlateApplication.h"
#include "EditorStyleSettings.h"
#include "Settings/LevelEditorViewportSettings.h"
#include "ScopedTransaction.h"
struct FZoomLevelEntry
{
public:
FZoomLevelEntry(float InZoomAmount, const FText& InDisplayText, EGraphRenderingLOD::Type InLOD)
: DisplayText(FText::Format(NSLOCTEXT("GraphEditor", "Zoom", "Zoom {0}"), InDisplayText))
, ZoomAmount(InZoomAmount)
, LOD(InLOD)
{
}
public:
FText DisplayText;
float ZoomAmount;
EGraphRenderingLOD::Type LOD;
};
struct FFixedZoomLevelsContainer : public FZoomLevelsContainer
{
FFixedZoomLevelsContainer()
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
ZoomLevels.Reserve(20);
ZoomLevels.Add(FZoomLevelEntry(0.100f, FText::FromString(TEXT("-12")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.125f, FText::FromString(TEXT("-11")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.150f, FText::FromString(TEXT("-10")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.175f, FText::FromString(TEXT("-9")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.200f, FText::FromString(TEXT("-8")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.225f, FText::FromString(TEXT("-7")), EGraphRenderingLOD::LowDetail));
ZoomLevels.Add(FZoomLevelEntry(0.250f, FText::FromString(TEXT("-6")), EGraphRenderingLOD::LowDetail));
ZoomLevels.Add(FZoomLevelEntry(0.375f, FText::FromString(TEXT("-5")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.500f, FText::FromString(TEXT("-4")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.675f, FText::FromString(TEXT("-3")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.750f, FText::FromString(TEXT("-2")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(0.875f, FText::FromString(TEXT("-1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.000f, FText::FromString(TEXT("1:1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.250f, FText::FromString(TEXT("+1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.375f, FText::FromString(TEXT("+2")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.500f, FText::FromString(TEXT("+3")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.675f, FText::FromString(TEXT("+4")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.750f, FText::FromString(TEXT("+5")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.875f, FText::FromString(TEXT("+6")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(2.000f, FText::FromString(TEXT("+7")), EGraphRenderingLOD::FullyZoomedIn));
}
float GetZoomAmount(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].ZoomAmount;
}
int32 GetNearestZoomLevel(float InZoomAmount) const override
{
for (int32 ZoomLevelIndex=0; ZoomLevelIndex < GetNumZoomLevels(); ++ZoomLevelIndex)
{
if (InZoomAmount <= GetZoomAmount(ZoomLevelIndex))
{
return ZoomLevelIndex;
}
}
return GetDefaultZoomLevel();
}
FText GetZoomText(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].DisplayText;
}
int32 GetNumZoomLevels() const override
{
return ZoomLevels.Num();
}
int32 GetDefaultZoomLevel() const override
{
return 12;
}
EGraphRenderingLOD::Type GetLOD(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].LOD;
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
TArray<FZoomLevelEntry> ZoomLevels;
};
const TCHAR* XSymbol=TEXT("\xD7");
//////////////////////////////////////////////////////////////////////////
// FGraphSelectionManager
const FGraphPanelSelectionSet& FGraphSelectionManager::GetSelectedNodes() const
{
return SelectedNodes;
}
void FGraphSelectionManager::SelectSingleNode(SelectedItemType Node)
{
SelectedNodes.Empty();
SetNodeSelection(Node, true);
}
// Reset the selection state of all nodes
void FGraphSelectionManager::ClearSelectionSet()
{
if (SelectedNodes.Num())
{
SelectedNodes.Empty();
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
}
// Changes the selection set to contain exactly all of the passed in nodes
void FGraphSelectionManager::SetSelectionSet(FGraphPanelSelectionSet& NewSet)
{
SelectedNodes = NewSet;
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
void FGraphSelectionManager::SetNodeSelection(SelectedItemType Node, bool bSelect)
{
ensureMsgf(Node != nullptr, TEXT("Node is invalid"));
if (bSelect)
{
SelectedNodes.Add(Node);
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
else
{
SelectedNodes.Remove(Node);
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
}
bool FGraphSelectionManager::IsNodeSelected(SelectedItemType Node) const
{
return SelectedNodes.Contains(Node);
}
void FGraphSelectionManager::StartDraggingNode(SelectedItemType NodeBeingDragged, const FPointerEvent& MouseEvent)
{
if (!IsNodeSelected(NodeBeingDragged))
{
if (MouseEvent.IsControlDown() || MouseEvent.IsShiftDown())
{
// Control and shift do not clear existing selection.
SetNodeSelection(NodeBeingDragged, true);
}
else
{
SelectSingleNode(NodeBeingDragged);
}
}
}
void FGraphSelectionManager::ClickedOnNode(SelectedItemType Node, const FPointerEvent& MouseEvent)
{
if (MouseEvent.IsShiftDown())
{
// Shift always adds to selection
SetNodeSelection(Node, true);
}
else if (MouseEvent.IsControlDown())
{
// Control toggles selection
SetNodeSelection(Node, !IsNodeSelected(Node));
}
else
{
// No modifiers sets selection
SelectSingleNode(Node);
}
}
//////////////////////////////////////////////////////////////////////////
// SNodePanel
namespace NodePanelDefs
{
// Default Zoom Padding Value
static const float DefaultZoomPadding = 25.f;
// Node Culling Guardband Area
static const float GuardBandArea = 0.25f;
// Scaling factor to reduce speed of mouse zooming
static const float MouseZoomScaling = 0.05f;
};
SNodePanel::SNodePanel()
: Children()
, VisibleChildren()
{
}
void SNodePanel::OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const
{
ArrangeChildNodes(AllottedGeometry, ArrangedChildren);
}
void SNodePanel::ArrangeChildNodes(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const
{
const TSlotlessChildren<SNode>& ChildrenToArrange = ArrangedChildren.Accepts(EVisibility::Hidden) ? Children : VisibleChildren;
// First pass nodes
for (int32 ChildIndex = 0; ChildIndex < ChildrenToArrange.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = ChildrenToArrange[ChildIndex];
if (!SomeChild->RequiresSecondPassLayout())
{
ArrangedChildren.AddWidget(AllottedGeometry.MakeChild(SomeChild, SomeChild->GetPosition() - ViewOffset, SomeChild->GetDesiredSize(), GetZoomAmount()));
}
}
// Second pass nodes
for (int32 ChildIndex = 0; ChildIndex < ChildrenToArrange.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = ChildrenToArrange[ChildIndex];
if (SomeChild->RequiresSecondPassLayout())
{
SomeChild->PerformSecondPassLayout(NodeToWidgetLookup);
ArrangedChildren.AddWidget(AllottedGeometry.MakeChild(SomeChild, SomeChild->GetPosition() - ViewOffset, SomeChild->GetDesiredSize(), GetZoomAmount()));
}
}
}
FVector2D SNodePanel::ComputeDesiredSize( float ) const
{
// In this case, it would be an expensive computation that is not worth performing.
// Users prefer to explicitly size canvases just like they do with text documents, browser pages, etc.
return FVector2D(160.0f, 120.0f);
}
FChildren* SNodePanel::GetChildren()
{
return &VisibleChildren;
}
FChildren* SNodePanel::GetAllChildren()
{
return &Children;
}
float SNodePanel::GetZoomAmount() const
{
if (bAllowContinousZoomInterpolation)
{
return FMath::Lerp(ZoomLevels->GetZoomAmount(PreviousZoomLevel), ZoomLevels->GetZoomAmount(ZoomLevel), ZoomLevelGraphFade.GetLerp());
}
else
{
return ZoomLevels->GetZoomAmount(ZoomLevel);
}
}
FText SNodePanel::GetZoomText() const
{
return ZoomLevels->GetZoomText(ZoomLevel);
}
FSlateColor SNodePanel::GetZoomTextColorAndOpacity() const
{
return FLinearColor( 1, 1, 1, 1.25f - ZoomLevelFade.GetLerp() );
}
FVector2D SNodePanel::GetViewOffset() const
{
return ViewOffset;
}
void SNodePanel::Construct()
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
if (!ZoomLevels)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
ZoomLevels = MakeUnique<FFixedZoomLevelsContainer>();
}
ZoomLevel = ZoomLevels->GetDefaultZoomLevel();
PreviousZoomLevel = ZoomLevels->GetDefaultZoomLevel();
PostChangedZoom();
ViewOffset = FVector2D::ZeroVector;
TotalMouseDelta = 0;
TotalMouseDeltaY = 0;
bDeferredZoomToSelection = false;
bDeferredZoomToNodeExtents = false;
ZoomTargetTopLeft = FVector2D::ZeroVector;
ZoomTargetBottomRight = FVector2D::ZeroVector;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
bAllowContinousZoomInterpolation = false;
bTeleportInsteadOfScrollingWhenZoomingToFit = false;
DeferredSelectionTargetObjects.Empty();
---- 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
DeferredMovementTargetObject = nullptr;
bIsPanning = false;
bIsZoomingWithTrackpad = false;
IsEditable.Set(true);
ZoomLevelFade = FCurveSequence( 0.0f, 1.0f );
---- 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
ZoomLevelFade.Play( this->AsShared() );
ZoomLevelGraphFade = FCurveSequence( 0.0f, 0.5f );
---- 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
ZoomLevelGraphFade.Play( this->AsShared() );
PastePosition = FVector2D::ZeroVector;
DeferredPanPosition = FVector2D::ZeroVector;
bRequestDeferredPan = false;
OldViewOffset = ViewOffset;
OldZoomAmount = GetZoomAmount();
ZoomStartOffset = FVector2D::ZeroVector;
TotalGestureMagnify = 0.0f;
ScopedTransactionPtr.Reset();
}
FVector2D SNodePanel::ComputeEdgePanAmount(const FGeometry& MyGeometry, const FVector2D& TargetPosition)
{
// How quickly to ramp up the pan speed as the user moves the mouse further past the edge of the graph panel.
static const float EdgePanSpeedCoefficient = 2.f, EdgePanSpeedPower = 0.6f;
// Never pan faster than this - probably not really required since we raise to a power of 0.6
static const float MaxPanSpeed = 200.0f;
// Start panning before we reach the edge of the graph panel.
static const float EdgePanForgivenessZone = 30.0f;
const FVector2D LocalCursorPos = MyGeometry.AbsoluteToLocal( TargetPosition );
// If the mouse is outside of the graph area, then we want to pan in that direction.
// The farther out the mouse is, the more we want to pan.
FVector2D EdgePanThisTick(0,0);
if ( LocalCursorPos.X <= EdgePanForgivenessZone )
{
EdgePanThisTick.X += FMath::Max( -MaxPanSpeed, EdgePanSpeedCoefficient * -FMath::Pow(EdgePanForgivenessZone - LocalCursorPos.X, EdgePanSpeedPower) );
}
else if( LocalCursorPos.X >= MyGeometry.Size.X - EdgePanForgivenessZone )
{
EdgePanThisTick.X = FMath::Min( MaxPanSpeed, EdgePanSpeedCoefficient * FMath::Pow(LocalCursorPos.X - MyGeometry.Size.X + EdgePanForgivenessZone, EdgePanSpeedPower) );
}
if ( LocalCursorPos.Y <= EdgePanForgivenessZone )
{
EdgePanThisTick.Y += FMath::Max( -MaxPanSpeed, EdgePanSpeedCoefficient * -FMath::Pow(EdgePanForgivenessZone - LocalCursorPos.Y, EdgePanSpeedPower) );
}
else if( LocalCursorPos.Y >= MyGeometry.Size.Y - EdgePanForgivenessZone )
{
EdgePanThisTick.Y = FMath::Min( MaxPanSpeed, EdgePanSpeedCoefficient * FMath::Pow(LocalCursorPos.Y - MyGeometry.Size.Y + EdgePanForgivenessZone, EdgePanSpeedPower) );
}
return EdgePanThisTick;
}
void SNodePanel::UpdateViewOffset (const FGeometry& MyGeometry, const FVector2D& TargetPosition)
{
const FVector2D PanAmount = ComputeEdgePanAmount( MyGeometry, TargetPosition ) / GetZoomAmount();
ViewOffset += PanAmount;
}
void SNodePanel::RequestDeferredPan(const FVector2D& UpdatePosition)
{
bRequestDeferredPan = true;
DeferredPanPosition = UpdatePosition;
}
FVector2D SNodePanel::GraphCoordToPanelCoord( const FVector2D& GraphSpaceCoordinate ) const
{
return (GraphSpaceCoordinate - GetViewOffset()) * GetZoomAmount();
}
FVector2D SNodePanel::PanelCoordToGraphCoord( const FVector2D& PanelSpaceCoordinate ) const
{
return PanelSpaceCoordinate / GetZoomAmount() + GetViewOffset();
}
FSlateRect SNodePanel::PanelRectToGraphRect( const FSlateRect& PanelSpaceRect ) const
{
FVector2D UpperLeft = PanelCoordToGraphCoord( FVector2D(PanelSpaceRect.Left, PanelSpaceRect.Top) );
FVector2D LowerRight = PanelCoordToGraphCoord( FVector2D(PanelSpaceRect.Right, PanelSpaceRect.Bottom) );
return FSlateRect(
UpperLeft.X, UpperLeft.Y,
LowerRight.X, LowerRight.Y );
}
void SNodePanel::OnBeginNodeInteraction(const TSharedRef<SNode>& InNodeToDrag, const FVector2D& GrabOffset)
{
NodeUnderMousePtr = InNodeToDrag;
NodeGrabOffset = GrabOffset;
}
void SNodePanel::OnEndNodeInteraction(const TSharedRef<SNode>& InNodeToDrag)
{
InNodeToDrag->EndUserInteraction();
}
EActiveTimerReturnType SNodePanel::HandleZoomToFit(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
const FVector2D DesiredViewCenter = ( ZoomTargetTopLeft + ZoomTargetBottomRight ) * 0.5f;
const bool bDoneScrolling = ScrollToLocation(CachedGeometry, DesiredViewCenter, bTeleportInsteadOfScrollingWhenZoomingToFit ? 1000.0f : InDeltaTime);
bool bDoneZooming = ZoomToLocation(CachedGeometry.Size, ZoomTargetBottomRight - ZoomTargetTopLeft, bDoneScrolling);
if (bDoneZooming && bDoneScrolling)
{
// One final push to make sure we centered in the end
ViewOffset = DesiredViewCenter - ( 0.5f * CachedGeometry.Scale * CachedGeometry.Size / GetZoomAmount() );
// Reset ZoomPadding
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
ZoomTargetTopLeft = FVector2D::ZeroVector;
ZoomTargetBottomRight = FVector2D::ZeroVector;
DeferredMovementTargetObject = nullptr;
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
}
return EActiveTimerReturnType::Continue;
---- 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 SNodePanel::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
CachedGeometry = AllottedGeometry;
bool bCanMoveToTargetObjectThisFrame = true;
---- 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
if(DeferredSelectionTargetObjects.Num() > 0)
{
FGraphPanelSelectionSet NewSelectionSet;
for (const UObject* SelectionTarget : DeferredSelectionTargetObjects)
{
if (TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(SelectionTarget))
{
NewSelectionSet.Add(const_cast<SelectedItemType>(SelectionTarget));
}
}
if (NewSelectionSet.Num() > 0)
{
SelectionManager.SetSelectionSet(NewSelectionSet);
}
DeferredSelectionTargetObjects.Empty();
// Do not allow movement to happen this Tick as the selected nodes may not yet have a size set (if they're newly added)
bCanMoveToTargetObjectThisFrame = false;
}
if(DeferredMovementTargetObject)
{
// Since we want to move to a target object, do not zoom to extent
bDeferredZoomToNodeExtents = false;
if (bCanMoveToTargetObjectThisFrame && GetBoundsForNode(DeferredMovementTargetObject, ZoomTargetTopLeft, ZoomTargetBottomRight, ZoomPadding))
---- 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
{
DeferredMovementTargetObject = nullptr;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
RequestZoomToFit();
---- 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
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Zoom to node extents
if( bDeferredZoomToNodeExtents )
{
bDeferredZoomToNodeExtents = false;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
if( GetBoundsForNodes(bDeferredZoomToSelection, ZoomTargetTopLeft, ZoomTargetBottomRight, ZoomPadding))
{
bDeferredZoomToSelection = false;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
RequestZoomToFit();
}
}
// Handle any deferred panning
if (bRequestDeferredPan)
{
bRequestDeferredPan = false;
UpdateViewOffset(AllottedGeometry, DeferredPanPosition);
}
if ( !HasMouseCapture() )
{
bShowSoftwareCursor = false;
bIsPanning = false;
}
PopulateVisibleChildren(AllottedGeometry);
OldZoomAmount = GetZoomAmount();
OldViewOffset = ViewOffset;
---- 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
SPanel::Tick( AllottedGeometry, InCurrentTime, InDeltaTime );
}
// The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
FReply SNodePanel::OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
const bool bIsLeftMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton;
const bool bIsRightMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton;
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
TotalMouseDelta = 0;
if ((bIsLeftMouseButtonEffecting && bIsRightMouseButtonDown)
|| (bIsRightMouseButtonEffecting && (bIsLeftMouseButtonDown || FSlateApplication::Get().IsUsingTrackpad())))
{
// Starting zoom by holding LMB+RMB
FReply ReplyState = FReply::Handled();
ReplyState.CaptureMouse( SharedThis(this) );
ReplyState.UseHighPrecisionMouseMovement( SharedThis(this) );
---- 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
DeferredMovementTargetObject = nullptr; // clear any interpolation when you manually zoom
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
CancelZoomToFit();
TotalMouseDeltaY = 0;
if (!FSlateApplication::Get().IsUsingTrackpad()) // on trackpad we don't know yet if user wants to zoom or bring up the context menu
{
bShowSoftwareCursor = true;
}
if (bIsLeftMouseButtonEffecting)
{
// Got here from panning mode (with RMB held) - clear panning mode, but use cached software cursor position
const FVector2D WidgetSpaceCursorPos = GraphCoordToPanelCoord( SoftwareCursorPosition );
ZoomStartOffset = WidgetSpaceCursorPos;
this->bIsPanning = false;
}
else
{
// Cache current cursor position as zoom origin and software cursor position
ZoomStartOffset = MyGeometry.AbsoluteToLocal( MouseEvent.GetLastScreenSpacePosition() );
SoftwareCursorPosition = PanelCoordToGraphCoord( ZoomStartOffset );
if (bIsRightMouseButtonEffecting)
{
// Clear things that may be set when left clicking
if (NodeUnderMousePtr.IsValid())
{
OnEndNodeInteraction(NodeUnderMousePtr.Pin().ToSharedRef());
}
if ( Marquee.IsValid() )
{
auto PreviouslySelectedNodes = SelectionManager.SelectedNodes;
ApplyMarqueeSelection(Marquee, PreviouslySelectedNodes, SelectionManager.SelectedNodes);
if (SelectionManager.SelectedNodes.Num() > 0 || PreviouslySelectedNodes.Num() > 0)
{
SelectionManager.OnSelectionChanged.ExecuteIfBound(SelectionManager.SelectedNodes);
}
}
Marquee = FMarqueeOperation();
}
}
return ReplyState;
}
else if ( bIsRightMouseButtonEffecting )
{
// Cache current cursor position as zoom origin and software cursor position
ZoomStartOffset = MyGeometry.AbsoluteToLocal( MouseEvent.GetLastScreenSpacePosition() );
SoftwareCursorPosition = PanelCoordToGraphCoord( ZoomStartOffset );
FReply ReplyState = FReply::Handled();
ReplyState.CaptureMouse( SharedThis(this) );
ReplyState.UseHighPrecisionMouseMovement( SharedThis(this) );
SoftwareCursorPosition = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
---- 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
DeferredMovementTargetObject = nullptr; // clear any interpolation when you manually pan
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
CancelZoomToFit();
// RIGHT BUTTON is for dragging and Context Menu.
return ReplyState;
}
else if ( bIsLeftMouseButtonEffecting )
{
// LEFT BUTTON is for selecting nodes and manipulating pins.
FArrangedChildren ArrangedChildren(EVisibility::Visible);
ArrangeChildNodes(MyGeometry, ArrangedChildren);
const int32 NodeUnderMouseIndex = SWidget::FindChildUnderMouse( ArrangedChildren, MouseEvent );
if ( NodeUnderMouseIndex != INDEX_NONE )
{
// PRESSING ON A NODE!
// This changes selection and starts dragging it.
const FArrangedWidget& NodeGeometry = ArrangedChildren[NodeUnderMouseIndex];
const FVector2D MousePositionInNode = NodeGeometry.Geometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
TSharedRef<SNode> NodeWidgetUnderMouse = StaticCastSharedRef<SNode>( NodeGeometry.Widget );
if( NodeWidgetUnderMouse->CanBeSelected(MousePositionInNode) )
{
// Track the node that we're dragging; we will move it in OnMouseMove.
this->OnBeginNodeInteraction(NodeWidgetUnderMouse, MousePositionInNode);
return FReply::Handled().CaptureMouse( SharedThis(this) );
}
}
// START MARQUEE SELECTION.
const FVector2D GraphMousePos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
Marquee.Start( GraphMousePos, FMarqueeOperation::OperationTypeFromMouseEvent(MouseEvent) );
// If we're marquee selecting, then we're not clicking on a node!
NodeUnderMousePtr.Reset();
return FReply::Handled().CaptureMouse( SharedThis(this) );
}
else
{
return FReply::Unhandled();
}
}
// The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
FReply SNodePanel::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
const FModifierKeysState ModifierKeysState = FSlateApplication::Get().GetModifierKeys();
PastePosition = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
if ( this->HasMouseCapture() )
{
const FVector2D CursorDelta = MouseEvent.GetCursorDelta();
// Track how much the mouse moved since the mouse down.
TotalMouseDelta += CursorDelta.Size();
const bool bShouldZoom = bIsRightMouseButtonDown && (bIsLeftMouseButtonDown || ModifierKeysState.IsAltDown() || FSlateApplication::Get().IsUsingTrackpad());
if (bShouldZoom)
{
FReply ReplyState = FReply::Handled();
TotalMouseDeltaY += CursorDelta.Y;
const int32 ZoomLevelDelta = FMath::FloorToInt(TotalMouseDeltaY * NodePanelDefs::MouseZoomScaling);
// Get rid of mouse movement that's been 'used up' by zooming
if (ZoomLevelDelta != 0)
{
TotalMouseDeltaY -= (ZoomLevelDelta / NodePanelDefs::MouseZoomScaling);
}
// Perform zoom centered on the cached start offset
ChangeZoomLevel(ZoomLevelDelta, ZoomStartOffset, MouseEvent.IsControlDown());
this->bIsPanning = false;
if (FSlateApplication::Get().IsUsingTrackpad() && ZoomLevelDelta != 0)
{
this->bIsZoomingWithTrackpad = true;
bShowSoftwareCursor = true;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return ReplyState;
}
else if (bIsRightMouseButtonDown)
{
FReply ReplyState = FReply::Handled();
if( !CursorDelta.IsZero() )
{
bShowSoftwareCursor = true;
}
// Panning and mouse is outside of panel? Pasting should just go to the screen center.
PastePosition = PanelCoordToGraphCoord( 0.5f * MyGeometry.Size );
this->bIsPanning = true;
ViewOffset -= CursorDelta / GetZoomAmount();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return ReplyState;
}
else if (bIsLeftMouseButtonDown)
{
TSharedPtr<SNode> NodeBeingDragged = NodeUnderMousePtr.Pin();
if ( IsEditable.Get() )
{
// Update the amount to pan panel
UpdateViewOffset(MyGeometry, MouseEvent.GetScreenSpacePosition());
---- 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
const bool bCursorInDeadZone = TotalMouseDelta <= FSlateApplication::Get().GetDragTriggerDistance();
if ( NodeBeingDragged.IsValid() )
{
if ( !bCursorInDeadZone )
{
// Note, NodeGrabOffset() comes from the node itself, so it's already scaled correctly.
FVector2D AnchorNodeNewPos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) ) - NodeGrabOffset;
// Snap to grid
const float SnapSize = GetSnapGridSize();
AnchorNodeNewPos.X = SnapSize * FMath::RoundToFloat( AnchorNodeNewPos.X / SnapSize );
AnchorNodeNewPos.Y = SnapSize * FMath::RoundToFloat( AnchorNodeNewPos.Y / SnapSize );
// Dragging an unselected node automatically selects it.
SelectionManager.StartDraggingNode(NodeBeingDragged->GetObjectBeingDisplayed(), MouseEvent);
// Move all the selected nodes.
{
const FVector2D AnchorNodeOldPos = NodeBeingDragged->GetPosition();
const FVector2D DeltaPos = AnchorNodeNewPos - AnchorNodeOldPos;
// Perform movement in 2 passes:
// 1. Gather all selected nodes positions and calculate new positions
struct FDefferedNodePosition
{
SNode* Node;
FVector2D NewPosition;
};
TArray<FDefferedNodePosition> DefferedNodesToMove;
for (FGraphPanelSelectionSet::TIterator NodeIt(SelectionManager.SelectedNodes); NodeIt; ++NodeIt)
{
TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(*NodeIt);
---- 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
if (pWidget != nullptr)
{
SNode& Widget = pWidget->Get();
FDefferedNodePosition NodePosition = { &Widget, Widget.GetPosition() + DeltaPos };
DefferedNodesToMove.Add(NodePosition);
}
}
// Create a new transaction record
if(!ScopedTransactionPtr.IsValid())
{
if(DefferedNodesToMove.Num() > 1)
{
ScopedTransactionPtr = MakeShareable(new FScopedTransaction(NSLOCTEXT("GraphEditor", "MoveNodesAction", "Move Nodes")));
}
else if(DefferedNodesToMove.Num() > 0)
{
ScopedTransactionPtr = MakeShareable(new FScopedTransaction(NSLOCTEXT("GraphEditor", "MoveNodeAction", "Move Node")));
}
}
// 2. Move selected nodes to new positions
SNode::FNodeSet NodeFilter;
for (int32 NodeIdx = 0; NodeIdx < DefferedNodesToMove.Num(); ++NodeIdx)
{
DefferedNodesToMove[NodeIdx].Node->MoveTo( DefferedNodesToMove[NodeIdx].NewPosition, NodeFilter );
}
}
}
return FReply::Handled();
}
}
if ( !NodeBeingDragged.IsValid() )
{
// We are marquee selecting
const FVector2D GraphMousePos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
Marquee.Rect.UpdateEndPoint(GraphMousePos);
FindNodesAffectedByMarquee( /*out*/ Marquee.AffectedNodes );
return FReply::Handled();
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
}
}
return FReply::Unhandled();
}
// The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
FReply SNodePanel::OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
FReply ReplyState = FReply::Unhandled();
const bool bIsLeftMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton;
const bool bIsRightMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton;
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
// Did the user move the cursor sufficiently far, or is it in a dead zone?
// In Dead zone - implies actions like summoning context menus and general clicking.
// Out of Dead Zone - implies dragging actions like moving nodes and marquee selection.
---- 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
const bool bCursorInDeadZone = TotalMouseDelta <= FSlateApplication::Get().GetDragTriggerDistance();
// Set to true later if we need to finish with the software cursor
bool bRemoveSoftwareCursor = false;
if ((bIsLeftMouseButtonEffecting && bIsRightMouseButtonDown)
|| (bIsRightMouseButtonEffecting && (bIsLeftMouseButtonDown || (FSlateApplication::Get().IsUsingTrackpad() && bIsZoomingWithTrackpad))))
{
// Ending zoom by releasing LMB or RMB
ReplyState = FReply::Handled();
if (bIsLeftMouseButtonDown || FSlateApplication::Get().IsUsingTrackpad())
{
// If we released the right mouse button first, we need to cancel the software cursor display
bRemoveSoftwareCursor = true;
bIsZoomingWithTrackpad = false;
ReplyState.ReleaseMouseCapture();
}
}
else if ( bIsRightMouseButtonEffecting )
{
ReplyState = FReply::Handled().ReleaseMouseCapture();
bRemoveSoftwareCursor = true;
TSharedPtr<SWidget> WidgetToFocus;
if (bCursorInDeadZone)
{
WidgetToFocus = OnSummonContextMenu(MyGeometry, MouseEvent);
}
this->bIsPanning = false;
if (WidgetToFocus.IsValid())
{
ReplyState.SetUserFocus(WidgetToFocus.ToSharedRef(), EFocusCause::SetDirectly);
}
}
else if ( bIsLeftMouseButtonEffecting )
{
if (NodeUnderMousePtr.IsValid())
{
OnEndNodeInteraction(NodeUnderMousePtr.Pin().ToSharedRef());
ScopedTransactionPtr.Reset();
}
if (OnHandleLeftMouseRelease(MyGeometry, MouseEvent))
{
}
else if ( bCursorInDeadZone )
{
//@TODO: Move to selection manager
if ( NodeUnderMousePtr.IsValid() )
{
// We clicked on a node!
TSharedRef<SNode> NodeWidgetUnderMouse = NodeUnderMousePtr.Pin().ToSharedRef();
SelectionManager.ClickedOnNode(NodeWidgetUnderMouse->GetObjectBeingDisplayed(), MouseEvent);
// We're done interacting with this node.
NodeUnderMousePtr.Reset();
}
else if (this->HasMouseCapture())
{
// We clicked on the panel background
this->SelectionManager.ClearSelectionSet();
if(OnSpawnNodeByShortcut.IsBound())
{
OnSpawnNodeByShortcut.Execute(LastKeyChordDetected, PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) ));
}
LastKeyChordDetected = FInputChord();
}
}
else if ( Marquee.IsValid() )
{
auto PreviouslySelectedNodes = SelectionManager.SelectedNodes;
ApplyMarqueeSelection(Marquee, PreviouslySelectedNodes, SelectionManager.SelectedNodes);
if (SelectionManager.SelectedNodes.Num() > 0 || PreviouslySelectedNodes.Num() > 0)
{
SelectionManager.OnSelectionChanged.ExecuteIfBound(SelectionManager.SelectedNodes);
}
}
// The existing marquee operation ended; reset it.
Marquee = FMarqueeOperation();
ReplyState = FReply::Handled().ReleaseMouseCapture();
}
if (bRemoveSoftwareCursor)
{
// If we released the right mouse button first, we need to cancel the software cursor display
if ( this->HasMouseCapture() )
{
FSlateRect ThisPanelScreenSpaceRect = MyGeometry.GetClippingRect();
const FVector2D ScreenSpaceCursorPos = MyGeometry.LocalToAbsolute( GraphCoordToPanelCoord( SoftwareCursorPosition ) );
FIntPoint BestPositionInViewport(
FMath::RoundToInt( FMath::Clamp( ScreenSpaceCursorPos.X, ThisPanelScreenSpaceRect.Left, ThisPanelScreenSpaceRect.Right ) ),
FMath::RoundToInt( FMath::Clamp( ScreenSpaceCursorPos.Y, ThisPanelScreenSpaceRect.Top, ThisPanelScreenSpaceRect.Bottom ) )
);
if (!bCursorInDeadZone)
{
ReplyState.SetMousePos(BestPositionInViewport);
}
}
bShowSoftwareCursor = false;
}
return ReplyState;
}
FReply SNodePanel::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D WidgetSpaceCursorPos = MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() );
const int32 ZoomLevelDelta = FMath::FloorToInt( MouseEvent.GetWheelDelta() );
ChangeZoomLevel(ZoomLevelDelta, WidgetSpaceCursorPos, MouseEvent.IsControlDown());
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
FCursorReply SNodePanel::OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent ) const
{
return bShowSoftwareCursor ?
FCursorReply::Cursor( EMouseCursor::None ) :
FCursorReply::Cursor( EMouseCursor::Default );
}
FReply SNodePanel::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
if( IsEditable.Get() )
{
LastKeyChordDetected = FInputChord(InKeyEvent.GetKey(), EModifierKey::FromBools(InKeyEvent.IsControlDown(), InKeyEvent.IsAltDown(), InKeyEvent.IsShiftDown(), InKeyEvent.IsCommandDown()));
}
return FReply::Unhandled();
}
FReply SNodePanel::OnKeyUp( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
if(LastKeyChordDetected.Key == InKeyEvent.GetKey())
{
LastKeyChordDetected = FInputChord();
}
return FReply::Unhandled();
}
void SNodePanel::OnFocusLost( const FFocusEvent& InFocusEvent )
{
LastKeyChordDetected = FInputChord();
}
FReply SNodePanel::OnTouchGesture( const FGeometry& MyGeometry, const FPointerEvent& GestureEvent )
{
const EGestureEvent::Type GestureType = GestureEvent.GetGestureType();
const FVector2D& GestureDelta = GestureEvent.GetGestureDelta();
if (GestureType == EGestureEvent::Magnify)
{
TotalGestureMagnify += GestureDelta.X;
if (FMath::Abs(TotalGestureMagnify) > 0.07f)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D WidgetSpaceCursorPos = MyGeometry.AbsoluteToLocal(GestureEvent.GetScreenSpacePosition());
const int32 ZoomLevelDelta = TotalGestureMagnify > 0.0f ? 1 : -1;
ChangeZoomLevel(ZoomLevelDelta, WidgetSpaceCursorPos, GestureEvent.IsControlDown());
TotalGestureMagnify = 0.0f;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
else if (GestureType == EGestureEvent::Scroll)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
const EScrollGestureDirection DirectionSetting = GetDefault<ULevelEditorViewportSettings>()->ScrollGestureDirectionForOrthoViewports;
const bool bUseDirectionInvertedFromDevice = DirectionSetting == EScrollGestureDirection::Natural || (DirectionSetting == EScrollGestureDirection::UseSystemSetting && GestureEvent.IsDirectionInvertedFromDevice());
this->bIsPanning = true;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
ViewOffset -= (bUseDirectionInvertedFromDevice == GestureEvent.IsDirectionInvertedFromDevice() ? GestureDelta : -GestureDelta) / GetZoomAmount();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
return FReply::Unhandled();
}
FReply SNodePanel::OnTouchEnded( const FGeometry& MyGeometry, const FPointerEvent& InTouchEvent )
{
TotalGestureMagnify = 0.0f;
return FReply::Unhandled();
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
float SNodePanel::GetRelativeLayoutScale(const FSlotBase& Child, float LayoutScaleMultiplier) const
{
return GetZoomAmount();
}
void SNodePanel::FindNodesAffectedByMarquee( FGraphPanelSelectionSet& OutAffectedNodes ) const
{
OutAffectedNodes.Empty();
FSlateRect MarqueeSlateRect = Marquee.Rect.ToSlateRect();
for ( int32 NodeIndex=0; NodeIndex < Children.Num(); ++NodeIndex )
{
const TSharedRef<SNode>& SomeNodeWidget = Children[NodeIndex];
const FVector2D NodePosition = SomeNodeWidget->GetPosition();
const FVector2D NodeSize = SomeNodeWidget->GetDesiredSizeForMarquee();
if (NodeSize.X > 0.f && NodeSize.Y > 0.f)
{
const FSlateRect NodeGeometryGraphSpace( NodePosition.X, NodePosition.Y, NodePosition.X + NodeSize.X, NodePosition.Y + NodeSize.Y );
const bool bIsInMarqueeRect = FSlateRect::DoRectanglesIntersect( MarqueeSlateRect, NodeGeometryGraphSpace );
if (bIsInMarqueeRect)
{
// This node is affected by the marquee rect
OutAffectedNodes.Add(SomeNodeWidget->GetObjectBeingDisplayed());
}
}
}
}
void SNodePanel::ApplyMarqueeSelection( const FMarqueeOperation& InMarquee, const FGraphPanelSelectionSet& CurrentSelection, FGraphPanelSelectionSet& OutNewSelection )
{
switch (InMarquee.Operation )
{
default:
case FMarqueeOperation::Replace:
{
OutNewSelection = InMarquee.AffectedNodes;
}
break;
case FMarqueeOperation::Remove:
{
OutNewSelection = CurrentSelection.Difference(InMarquee.AffectedNodes);
}
break;
case FMarqueeOperation::Add:
{
OutNewSelection = CurrentSelection.Union(InMarquee.AffectedNodes);
}
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
break;
case FMarqueeOperation::Invert:
{
// ToAdd = items in AffectedNodes that aren't in CurrentSelection (new selections)
FGraphPanelSelectionSet ToAdd = InMarquee.AffectedNodes.Difference(CurrentSelection);
// remove AffectedNodes that were already selected
OutNewSelection = CurrentSelection.Difference(InMarquee.AffectedNodes);
OutNewSelection.Append(ToAdd);
}
break;
}
}
void SNodePanel::SelectAndCenterObject(const UObject* ObjectToSelect, bool bCenter)
{
DeferredSelectionTargetObjects.Empty();
DeferredSelectionTargetObjects.Add(ObjectToSelect);
if( bCenter )
{
DeferredMovementTargetObject = ObjectToSelect;
}
---- 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
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
CancelZoomToFit();
}
void SNodePanel::CenterObject(const UObject* ObjectToCenter)
{
DeferredMovementTargetObject = ObjectToCenter;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
CancelZoomToFit();
}
/** Add a slot to the CanvasPanel dynamically */
void SNodePanel::AddGraphNode( const TSharedRef<SNodePanel::SNode>& NodeToAdd )
{
Children.Add( NodeToAdd );
NodeToWidgetLookup.Add( NodeToAdd->GetObjectBeingDisplayed(), NodeToAdd );
}
/** Remove all nodes from the panel */
void SNodePanel::RemoveAllNodes()
{
Children.Empty();
NodeToWidgetLookup.Empty();
VisibleChildren.Empty();
}
void SNodePanel::PopulateVisibleChildren(const FGeometry& AllottedGeometry)
{
VisibleChildren.Empty();
for (int32 ChildIndex = 0; ChildIndex < Children.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = Children[ChildIndex];
if ( !IsNodeCulled(SomeChild, AllottedGeometry) )
{
VisibleChildren.Add(SomeChild);
}
}
// Depth Sort Nodes
if( VisibleChildren.Num() > 0 )
{
struct SNodeLessThanSort
{
FORCEINLINE bool operator()(const TSharedRef<SNodePanel::SNode>& A, const TSharedRef<SNodePanel::SNode>& B) const { return A.Get() < B.Get(); }
};
VisibleChildren.Sort( SNodeLessThanSort() );
}
}
// Is the given node being observed by a widget in this panel?
bool SNodePanel::Contains(UObject* Node) const
{
---- 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
return NodeToWidgetLookup.Find(Node) != nullptr;
}
void SNodePanel::RestoreViewSettings(const FVector2D& InViewOffset, float InZoomAmount)
{
ViewOffset = InViewOffset;
if (InZoomAmount <= 0.0f)
{
// Zoom into the graph; it's the first time it's ever been displayed
ZoomLevel = ZoomLevels->GetDefaultZoomLevel();
bDeferredZoomToNodeExtents = true;
}
else
{
ZoomLevel = ZoomLevels->GetNearestZoomLevel(InZoomAmount);
bDeferredZoomToNodeExtents = 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
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
CancelZoomToFit();
}
PostChangedZoom();
// If we have been forced to a specific position, set the old values equal to the new ones.
// This is so our locked window isn't forced to update according to this movement.
OldViewOffset = ViewOffset;
OldZoomAmount = GetZoomAmount();
}
float SNodePanel::GetSnapGridSize()
{
return GetDefault<UEditorStyleSettings>()->GridSnapSize;
}
inline float FancyMod(float Value, float Size)
{
return ((Value >= 0) ? 0.0f : Size) + FMath::Fmod(Value, Size);
}
void SNodePanel::PaintBackgroundAsLines(const FSlateBrush* BackgroundImage, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32& DrawLayerId) const
{
const bool bAntialias = false;
const int32 RulePeriod = (int32)FEditorStyle::GetFloat("Graph.Panel.GridRulePeriod");
check(RulePeriod > 0);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
const FLinearColor RegularColor(GetDefault<UEditorStyleSettings>()->RegularColor);
const FLinearColor RuleColor(GetDefault<UEditorStyleSettings>()->RuleColor);
const FLinearColor CenterColor(GetDefault<UEditorStyleSettings>()->CenterColor);
const float GraphSmallestGridSize = 8.0f;
const float RawZoomFactor = GetZoomAmount();
const float NominalGridSize = GetSnapGridSize();
float ZoomFactor = RawZoomFactor;
float Inflation = 1.0f;
while (ZoomFactor*Inflation*NominalGridSize <= GraphSmallestGridSize)
{
Inflation *= 2.0f;
}
const float GridCellSize = NominalGridSize * ZoomFactor * Inflation;
const float GraphSpaceGridX0 = FancyMod(ViewOffset.X, Inflation * NominalGridSize * RulePeriod);
const float GraphSpaceGridY0 = FancyMod(ViewOffset.Y, Inflation * NominalGridSize * RulePeriod);
float ImageOffsetX = GraphSpaceGridX0 * -ZoomFactor;
float ImageOffsetY = GraphSpaceGridY0 * -ZoomFactor;
const FVector2D ZeroSpace = GraphCoordToPanelCoord(FVector2D::ZeroVector);
// Fill the background
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry(),
BackgroundImage,
MyClippingRect
);
TArray<FVector2D> LinePoints;
new (LinePoints) FVector2D(0.0f, 0.0f);
new (LinePoints) FVector2D(0.0f, 0.0f);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
//If we want to use grid then show grid, otherwise don't render the grid
if (GetDefault<UEditorStyleSettings>()->bUseGrid == true){
// Horizontal bars
for (int32 GridIndex = 0; ImageOffsetY < AllottedGeometry.Size.Y; ImageOffsetY += GridCellSize, ++GridIndex)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
if (ImageOffsetY >= 0.0f)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
const bool bIsRuleLine = (GridIndex % RulePeriod) == 0;
const int32 Layer = bIsRuleLine ? (DrawLayerId + 1) : DrawLayerId;
const FLinearColor* Color = bIsRuleLine ? &RuleColor : &RegularColor;
if (FMath::IsNearlyEqual(ZeroSpace.Y, ImageOffsetY, 1.0f))
{
Color = &CenterColor;
}
LinePoints[0] = FVector2D(0.0f, ImageOffsetY);
LinePoints[1] = FVector2D(AllottedGeometry.Size.X, ImageOffsetY);
FSlateDrawElement::MakeLines(
OutDrawElements,
Layer,
AllottedGeometry.ToPaintGeometry(),
LinePoints,
MyClippingRect,
ESlateDrawEffect::None,
*Color,
bAntialias);
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
// Vertical bars
for (int32 GridIndex = 0; ImageOffsetX < AllottedGeometry.Size.X; ImageOffsetX += GridCellSize, ++GridIndex)
{
if (ImageOffsetX >= 0.0f)
{
const bool bIsRuleLine = (GridIndex % RulePeriod) == 0;
const int32 Layer = bIsRuleLine ? (DrawLayerId + 1) : DrawLayerId;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
const FLinearColor* Color = bIsRuleLine ? &RuleColor : &RegularColor;
if (FMath::IsNearlyEqual(ZeroSpace.X, ImageOffsetX, 1.0f))
{
Color = &CenterColor;
}
LinePoints[0] = FVector2D(ImageOffsetX, 0.0f);
LinePoints[1] = FVector2D(ImageOffsetX, AllottedGeometry.Size.Y);
FSlateDrawElement::MakeLines(
OutDrawElements,
Layer,
AllottedGeometry.ToPaintGeometry(),
LinePoints,
MyClippingRect,
ESlateDrawEffect::None,
*Color,
bAntialias);
}
}
}
DrawLayerId += 2;
}
void SNodePanel::PaintSurroundSunkenShadow(const FSlateBrush* ShadowImage, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry(),
ShadowImage,
MyClippingRect
);
}
void SNodePanel::PaintMarquee(const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
if (Marquee.IsValid())
{
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( GraphCoordToPanelCoord(Marquee.Rect.GetUpperLeft()), Marquee.Rect.GetSize()*GetZoomAmount() ),
FEditorStyle::GetBrush(TEXT("MarqueeSelection")),
MyClippingRect
);
}
}
void SNodePanel::PaintSoftwareCursor(const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
if( !bShowSoftwareCursor )
{
return;
}
// Get appropriate software cursor, depending on whether we're panning or zooming
const FSlateBrush* Brush = FEditorStyle::GetBrush(bIsPanning ? TEXT("SoftwareCursor_Grab") : TEXT("SoftwareCursor_UpDown"));
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( GraphCoordToPanelCoord( SoftwareCursorPosition ) - ( Brush->ImageSize / 2 ), Brush->ImageSize ),
Brush,
MyClippingRect
);
}
void SNodePanel::PaintComment(const FString& CommentText, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId, const FLinearColor& CommentTinting, float& HeightAboveNode, const FWidgetStyle& InWidgetStyle) const
{
//@TODO: Ideally we don't need to grab these resources for every comment being drawn
// Get resources/settings for drawing comment bubbles
const FSlateBrush* CommentCalloutArrow = FEditorStyle::GetBrush(TEXT("Graph.Node.CommentArrow"));
const FSlateBrush* CommentCalloutBubble = FEditorStyle::GetBrush(TEXT("Graph.Node.CommentBubble"));
const FSlateFontInfo CommentFont = FEditorStyle::GetFontStyle( TEXT("Graph.Node.CommentFont") );
const FSlateColor CommentTextColor = FEditorStyle::GetColor( TEXT("Graph.Node.Comment.TextColor") );
const FVector2D CommentBubblePadding = FEditorStyle::GetVector( TEXT("Graph.Node.Comment.BubblePadding") );
const TSharedRef< FSlateFontMeasure > FontMeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
FVector2D CommentTextSize = FontMeasureService->Measure( CommentText, CommentFont ) + (CommentBubblePadding * 2);
const float PositionBias = HeightAboveNode;
HeightAboveNode += CommentTextSize.Y + 8.0f;
const FVector2D CommentBubbleOffset = FVector2D(0, -(CommentTextSize.Y + CommentCalloutArrow->ImageSize.Y) - PositionBias);
const FVector2D CommentBubbleArrowOffset = FVector2D( CommentCalloutArrow->ImageSize.X, -CommentCalloutArrow->ImageSize.Y - PositionBias);
// Draw a comment bubble
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId-1,
AllottedGeometry.ToPaintGeometry(CommentBubbleOffset, CommentTextSize),
CommentCalloutBubble,
MyClippingRect,
ESlateDrawEffect::None,
CommentTinting
);
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId-1,
AllottedGeometry.ToPaintGeometry( CommentBubbleArrowOffset, CommentCalloutArrow->ImageSize ),
CommentCalloutArrow,
MyClippingRect,
ESlateDrawEffect::None,
CommentTinting
);
// Draw the comment text itself
FSlateDrawElement::MakeText(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( CommentBubbleOffset + CommentBubblePadding, CommentTextSize ),
CommentText,
CommentFont,
MyClippingRect,
ESlateDrawEffect::None,
CommentTextColor.GetColor( InWidgetStyle )
);
}
bool SNodePanel::IsNodeCulled(const TSharedRef<SNode>& Node, const FGeometry& AllottedGeometry) const
{
if ( Node->ShouldAllowCulling() )
{
const FVector2D MinClipArea = AllottedGeometry.GetDrawSize() * -NodePanelDefs::GuardBandArea;
const FVector2D MaxClipArea = AllottedGeometry.GetDrawSize() * ( 1.f + NodePanelDefs::GuardBandArea );
const FVector2D NodeTopLeft = GraphCoordToPanelCoord( Node->GetPosition() );
const FVector2D NodeBottomRight = GraphCoordToPanelCoord( Node->GetPosition() + Node->GetDesiredSize() );
return
NodeBottomRight.X < MinClipArea.X ||
NodeBottomRight.Y < MinClipArea.Y ||
NodeTopLeft.X > MaxClipArea.X ||
NodeTopLeft.Y > MaxClipArea.Y;
}
else
{
return false;
}
}
bool SNodePanel::GetBoundsForNode(const UObject* InNode, /*out*/ FVector2D& MinCorner, /*out*/ FVector2D& MaxCorner, float Padding) const
{
MinCorner = FVector2D(MAX_FLT, MAX_FLT);
MaxCorner = FVector2D(-MAX_FLT, -MAX_FLT);
bool bValid = false;
const TSharedRef<SNode>* pWidget = (InNode) ? NodeToWidgetLookup.Find(InNode) : nullptr;
if (pWidget)
{
const SNode& Widget = pWidget->Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
bValid = true;
}
if (bValid)
{
MinCorner.X -= Padding;
MinCorner.Y -= Padding;
MaxCorner.X += Padding;
MaxCorner.Y += Padding;
}
return bValid;
}
bool SNodePanel::GetBoundsForNodes(bool bSelectionSetOnly, FVector2D& MinCorner, FVector2D& MaxCorner, float Padding)
{
MinCorner = FVector2D(MAX_FLT, MAX_FLT);
MaxCorner = FVector2D(-MAX_FLT, -MAX_FLT);
bool bValid = false;
if (bSelectionSetOnly && (SelectionManager.GetSelectedNodes().Num() > 0))
{
for (FGraphPanelSelectionSet::TConstIterator NodeIt(SelectionManager.GetSelectedNodes()); NodeIt; ++NodeIt)
{
TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(*NodeIt);
---- 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
if (pWidget != nullptr)
{
SNode& Widget = pWidget->Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
bValid = true;
}
}
}
else
{
bValid = NodeToWidgetLookup.Num() > 0;
for (auto NodeIt = NodeToWidgetLookup.CreateConstIterator(); NodeIt; ++NodeIt)
{
SNode& Widget = NodeIt.Value().Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
}
}
if (bValid)
{
MinCorner.X -= Padding;
MinCorner.Y -= Padding;
MaxCorner.X += Padding;
MaxCorner.Y += Padding;
}
return bValid;
}
bool SNodePanel::ScrollToLocation(const FGeometry& MyGeometry, FVector2D DesiredCenterPosition, const float InDeltaTime)
{
const FVector2D HalfOFScreenInGraphSpace = 0.5f * MyGeometry.Size / GetZoomAmount();
FVector2D CurrentPosition = ViewOffset + HalfOFScreenInGraphSpace;
FVector2D NewPosition = FMath::Vector2DInterpTo(CurrentPosition, DesiredCenterPosition, InDeltaTime, 10.f);
ViewOffset = NewPosition - HalfOFScreenInGraphSpace;
// If within 1 pixel of target, stop interpolating
return ((NewPosition - DesiredCenterPosition).SizeSquared() < 1.f);
}
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
bool SNodePanel::ZoomToLocation(const FVector2D& CurrentSizeWithoutZoom, const FVector2D& InDesiredSize, bool bDoneScrolling)
{
if (bAllowContinousZoomInterpolation && ZoomLevelGraphFade.IsPlaying())
{
return false;
}
const int32 DefaultZoomLevel = ZoomLevels->GetDefaultZoomLevel();
const int32 NumZoomLevels = ZoomLevels->GetNumZoomLevels();
int32 DesiredZoom = DefaultZoomLevel;
// Find lowest zoom level that will display all nodes
for (int32 Zoom = 0; Zoom < DefaultZoomLevel; ++Zoom)
{
const FVector2D SizeWithZoom = CurrentSizeWithoutZoom / ZoomLevels->GetZoomAmount(Zoom);
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
const FVector2D LeftOverSize = SizeWithZoom - InDesiredSize;
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
if ((InDesiredSize.X > SizeWithZoom.X) || (InDesiredSize.Y > SizeWithZoom.Y))
{
// Use the previous zoom level, this one is too tight
DesiredZoom = FMath::Max<int32>(0, Zoom - 1);
break;
}
}
if (DesiredZoom != ZoomLevel)
{
if (bAllowContinousZoomInterpolation)
{
// Animate to it
PreviousZoomLevel = ZoomLevel;
ZoomLevel = FMath::Clamp(DesiredZoom, 0, NumZoomLevels-1);
---- 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
ZoomLevelGraphFade.Play( this->AsShared() );
return false;
}
else
{
// Do it instantly, either first or last
if (DesiredZoom < ZoomLevel)
{
// Zooming out; do it instantly
ZoomLevel = PreviousZoomLevel = DesiredZoom;
---- 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
ZoomLevelFade.Play( this->AsShared() );
}
else
{
// Zooming in; do it last
if (bDoneScrolling)
{
ZoomLevel = PreviousZoomLevel = DesiredZoom;
---- 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
ZoomLevelFade.Play( this->AsShared() );
}
}
}
PostChangedZoom();
}
return true;
}
void SNodePanel::ZoomToFit(bool bOnlySelection)
{
bDeferredZoomToNodeExtents = true;
bDeferredZoomToSelection = bOnlySelection;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
}
---- 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 SNodePanel::ZoomToTarget(const FVector2D& TopLeft, const FVector2D& BottomRight)
{
bDeferredZoomToNodeExtents = false;
ZoomTargetTopLeft = TopLeft;
ZoomTargetBottomRight = BottomRight;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
RequestZoomToFit();
---- 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 SNodePanel::ChangeZoomLevel(int32 ZoomLevelDelta, const FVector2D& WidgetSpaceZoomOrigin, bool bOverrideZoomLimiting)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D PointToMaintainGraphSpace = PanelCoordToGraphCoord( WidgetSpaceZoomOrigin );
const int32 DefaultZoomLevel = ZoomLevels->GetDefaultZoomLevel();
const int32 NumZoomLevels = ZoomLevels->GetNumZoomLevels();
const bool bAllowFullZoomRange =
// To zoom in past 1:1 the user must press control
(ZoomLevel == DefaultZoomLevel && ZoomLevelDelta > 0 && bOverrideZoomLimiting) ||
// If they are already zoomed in past 1:1, user may zoom freely
(ZoomLevel > DefaultZoomLevel);
const float OldZoomLevel = ZoomLevel;
if ( bAllowFullZoomRange )
{
ZoomLevel = FMath::Clamp( ZoomLevel + ZoomLevelDelta, 0, NumZoomLevels-1 );
}
else
{
// Without control, we do not allow zooming in past 1:1.
ZoomLevel = FMath::Clamp( ZoomLevel + ZoomLevelDelta, 0, DefaultZoomLevel );
}
if (OldZoomLevel != ZoomLevel)
{
PostChangedZoom();
}
// Note: This happens even when maxed out at a stop; so the user sees the animation and knows that they're at max zoom in/out
---- 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
ZoomLevelFade.Play( this->AsShared() );
// Re-center the screen so that it feels like zooming around the cursor.
this->ViewOffset = PointToMaintainGraphSpace - WidgetSpaceZoomOrigin / GetZoomAmount();
}
bool SNodePanel::GetBoundsForSelectedNodes( class FSlateRect& Rect, float Padding )
{
bool Result = false;
if(SelectionManager.GetSelectedNodes().Num() > 0)
{
FVector2D MinCorner, MaxCorner;
Result = GetBoundsForNodes(true, MinCorner, MaxCorner,Padding);
Rect = FSlateRect(MinCorner.X, MinCorner.Y, MaxCorner.X, MaxCorner.Y);
}
return Result;
}
FVector2D SNodePanel::GetPastePosition() const
{
return PastePosition;
}
bool SNodePanel::HasDeferredObjectFocus() const
{
---- 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
return DeferredMovementTargetObject != nullptr;
}
void SNodePanel::PostChangedZoom()
{
CurrentLOD = ZoomLevels->GetLOD(ZoomLevel);
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
void SNodePanel::RequestZoomToFit()
{
if (!ActiveTimerHandle.IsValid())
{
ActiveTimerHandle = RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SNodePanel::HandleZoomToFit));
}
}
void SNodePanel::CancelZoomToFit()
{
if (ActiveTimerHandle.IsValid())
{
UnRegisterActiveTimer(ActiveTimerHandle.Pin().ToSharedRef());
}
}
bool SNodePanel::HasMoved() const
{
return (!FMath::IsNearlyEqual(GetZoomAmount(), OldZoomAmount) || !ViewOffset.Equals(OldViewOffset, SMALL_NUMBER));
}