2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#include "LevelEditorMenu.h"
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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
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#include "Modules/ModuleManager.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Framework/MultiBox/MultiBoxDefs.h"
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#include "Framework/MultiBox/MultiBoxExtender.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Widgets/Input/SButton.h"
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#include "EditorStyleSet.h"
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#include "LevelEditor.h"
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2014-03-14 14:13:41 -04:00
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#include "LevelEditorActions.h"
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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
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#include "Interfaces/IMainFrameModule.h"
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2014-03-14 14:13:41 -04:00
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#include "MRUFavoritesList.h"
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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
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#include "Framework/Commands/GenericCommands.h"
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2015-02-27 12:26:27 -05:00
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#include "IDocumentation.h"
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2014-03-14 14:13:41 -04:00
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#define LOCTEXT_NAMESPACE "LevelEditorMenu"
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class SFavouriteMenuEntry : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS( SFavouriteMenuEntry ){}
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SLATE_ARGUMENT( FText, LabelOverride )
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/** Called to when an entry is clicked */
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SLATE_EVENT( FExecuteAction, OnOpenClickedDelegate )
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/** Called to when the button remove an entry is clicked */
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SLATE_EVENT( FExecuteAction, OnRemoveClickedDelegate )
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SLATE_END_ARGS()
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/**
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* Construct this widget. Called by the SNew() Slate macro.
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*
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* @param InArgs Declaration used by the SNew() macro to construct this widget
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*/
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void Construct( const FArguments& InArgs )
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{
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2014-12-02 06:42:27 -05:00
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const FText AssetDisplayName = InArgs._LabelOverride;
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2014-03-14 14:13:41 -04:00
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OnOpenClickedDelegate = InArgs._OnOpenClickedDelegate;
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OnRemoveClickedDelegate = InArgs._OnRemoveClickedDelegate;
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2014-12-02 06:42:27 -05:00
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const FText OpenDisplayName = FText::Format( LOCTEXT("OpenLevelToolTipFmt", "Open level: {0}"), AssetDisplayName );
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FSlateFontInfo MenuEntryFont = FEditorStyle::GetFontStyle( "Menu.Label.Font" );
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ChildSlot
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[
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SNew(SButton)
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.ButtonStyle( FEditorStyle::Get(), "Menu.Button" )
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.ForegroundColor( TAttribute<FSlateColor>::Create( TAttribute<FSlateColor>::FGetter::CreateRaw( this, &SFavouriteMenuEntry::InvertOnHover ) ) )
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.Text( AssetDisplayName )
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.ToolTipText( OpenDisplayName )
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.OnClicked(this, &SFavouriteMenuEntry::OnOpen)
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Fill)
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.ContentPadding( FMargin(4.0, 0.0) )
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[
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SNew( SOverlay )
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+SOverlay::Slot()
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.Padding( FMargin( 12.0, 0.0 ) )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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SNew( STextBlock )
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.Font( MenuEntryFont )
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.ColorAndOpacity( TAttribute<FSlateColor>::Create( TAttribute<FSlateColor>::FGetter::CreateRaw( this, &SFavouriteMenuEntry::InvertOnHover ) ) )
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.Text( AssetDisplayName )
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]
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+SOverlay::Slot()
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.Padding( FMargin( 0.0, 0.0 ) )
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Right)
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[
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SNew(SButton)
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.ContentPadding( FMargin(4.0, 0.0) )
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.ButtonStyle( FEditorStyle::Get(), "Docking.Tab.CloseButton" )
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.ToolTipText( FText::Format( LOCTEXT("RemoveFavoriteToolTipFmt", "Remove {0} from Favorites"), AssetDisplayName ) )
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2014-03-14 14:13:41 -04:00
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.OnClicked(this, &SFavouriteMenuEntry::OnRemove)
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]
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]
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];
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}
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/**
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* Calls the open-a-level delegate, dismisses the menu
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*/
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FReply OnOpen()
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{
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OnOpenClickedDelegate.ExecuteIfBound();
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// Dismiss the entire menu stack when a button is clicked to close all sub-menus
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FSlateApplication::Get().DismissAllMenus();
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return FReply::Handled();
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}
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/**
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* Calls the remove-a-favourite delegate, dismisses the menu
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*/
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FReply OnRemove()
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{
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OnRemoveClickedDelegate.ExecuteIfBound();
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// Dismiss the entire menu stack when a button is clicked to close all sub-menus
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FSlateApplication::Get().DismissAllMenus();
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return FReply::Handled();
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}
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private:
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FSlateColor InvertOnHover() const
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{
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if ( this->IsHovered() )
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{
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return FLinearColor::Black;
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}
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else
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{
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return FSlateColor::UseForeground();
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}
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}
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FExecuteAction OnOpenClickedDelegate;
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FExecuteAction OnRemoveClickedDelegate;
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};
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TSharedRef< SWidget > FLevelEditorMenu::MakeLevelEditorMenu( const TSharedPtr<FUICommandList>& CommandList, TSharedPtr<class SLevelEditor> LevelEditor )
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{
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struct Local
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{
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static void FillFileLoadAndSaveItems( FMenuBuilder& MenuBuilder )
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{
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// New Level
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().NewLevel );
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2014-06-30 19:03:07 -04:00
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// Open Level
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().OpenLevel );
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2014-03-14 14:13:41 -04:00
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// Open Asset
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//@TODO: Doesn't work when summoned from here: MenuBuilder.AddMenuEntry( FGlobalEditorCommonCommands::Get().SummonOpenAssetDialog );
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// Save
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().Save );
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// Save As
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().SaveAs );
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// Save Levels
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().SaveAllLevels );
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}
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static void FillFileRecentAndFavoriteFileItems( FMenuBuilder& MenuBuilder )
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{
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IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
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const FMainMRUFavoritesList& RecentsAndFavorites = *MainFrameModule.GetMRUFavoritesList();
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// Import/Export
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{
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MenuBuilder.BeginSection("FileActors", LOCTEXT("ImportExportHeading", "Actors") );
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{
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Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
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// Import Into Level
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2015-11-04 16:14:13 -05:00
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MenuBuilder.AddMenuEntry(FLevelEditorCommands::Get().ImportScene);
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2014-03-14 14:13:41 -04:00
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// Export All
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().ExportAll );
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// Export Selected
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().ExportSelected );
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}
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MenuBuilder.EndSection();
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}
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// Favorite files
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{
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2015-01-26 03:29:48 -05:00
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static const int32 FavoritesToDisplayInMainMenu = 5;
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2014-03-14 14:13:41 -04:00
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const int32 NumFavorites = RecentsAndFavorites.GetNumFavorites();
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MenuBuilder.BeginSection("FileFavorites", LOCTEXT("FavoriteFilesHeading", "Favorites") );
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if( NumFavorites > 0 )
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{
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2015-01-26 03:29:48 -05:00
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// Display the most recent favorites on the main menu
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const int32 MainMenuFavorites = FMath::Min( NumFavorites, FavoritesToDisplayInMainMenu );
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for (int32 CurFavoriteIndex = 0; CurFavoriteIndex < MainMenuFavorites; ++CurFavoriteIndex)
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2014-03-14 14:13:41 -04:00
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{
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const FString CurFavorite = FPaths::GetBaseFilename(RecentsAndFavorites.GetFavoritesItem( CurFavoriteIndex ));
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2015-01-26 03:29:48 -05:00
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const bool bNoIndent = false;
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2014-03-14 14:13:41 -04:00
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MenuBuilder.AddWidget(
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SNew(SFavouriteMenuEntry)
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.LabelOverride( FText::FromString(FPaths::GetBaseFilename(CurFavorite)) )
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.OnOpenClickedDelegate(FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::OpenFavoriteFile, CurFavoriteIndex))
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.OnRemoveClickedDelegate(FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::RemoveFavorite, CurFavoriteIndex)),
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FText(), bNoIndent );
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}
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2015-01-26 03:29:48 -05:00
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// Any remaining favorites go into a submenu
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if (NumFavorites > FavoritesToDisplayInMainMenu)
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{
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struct Local
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{
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2015-03-04 17:45:56 -05:00
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static void MakeFavoriteLevelMenu(FMenuBuilder& InMenuBuilder)
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2015-01-26 03:29:48 -05:00
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{
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2015-03-04 17:45:56 -05:00
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const FMainMRUFavoritesList& MRUFavorites = *FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame").GetMRUFavoritesList();
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const int32 NumMRUFavorites = MRUFavorites.GetNumFavorites();
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2015-01-26 03:29:48 -05:00
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2015-03-04 17:45:56 -05:00
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for (int32 CurFavoriteIndex = FavoritesToDisplayInMainMenu; CurFavoriteIndex < NumMRUFavorites; ++CurFavoriteIndex)
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2015-01-26 03:29:48 -05:00
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{
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2015-03-04 17:45:56 -05:00
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const FString CurFavorite = FPaths::GetBaseFilename(MRUFavorites.GetFavoritesItem(CurFavoriteIndex));
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2015-01-26 03:29:48 -05:00
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const bool bNoIndent = true;
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2015-03-04 17:45:56 -05:00
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InMenuBuilder.AddWidget(
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2015-01-26 03:29:48 -05:00
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SNew(SFavouriteMenuEntry)
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.LabelOverride(FText::FromString(FPaths::GetBaseFilename(CurFavorite)))
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.OnOpenClickedDelegate(FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::OpenFavoriteFile, CurFavoriteIndex))
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.OnRemoveClickedDelegate(FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::RemoveFavorite, CurFavoriteIndex)),
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FText(), bNoIndent);
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}
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}
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};
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MenuBuilder.AddSubMenu(
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LOCTEXT("MoreFavoriteFilesSubMenu", "More Favorites"),
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LOCTEXT("MoreFavoriteFilesTooltip", "Select other favorite levels"),
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FNewMenuDelegate::CreateStatic(&Local::MakeFavoriteLevelMenu),
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false,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.FavoriteLevels")
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);
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}
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2014-03-14 14:13:41 -04:00
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}
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MenuBuilder.EndSection();
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// Add a button to add/remove the currently loaded map as a favorite
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if( FLevelEditorActionCallbacks::ToggleFavorite_CanExecute() )
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{
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struct Local
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{
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static FText GetToggleFavoriteLabelText()
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{
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if( FLevelEditorActionCallbacks::ToggleFavorite_CanExecute() )
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{
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const FText LevelName = FText::FromString( FPackageName::GetShortName( GWorld->GetOutermost()->GetFName() ) );
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if( !FLevelEditorActionCallbacks::ToggleFavorite_IsChecked() )
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{
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return FText::Format( LOCTEXT("ToggleFavorite_Add", "Add {0} to Favorites"), LevelName );
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}
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}
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return LOCTEXT("ToggleFavorite", "Toggle Favorite");
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}
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};
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const FString LevelName = FPackageName::GetShortName( GWorld->GetOutermost()->GetFName() );
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if( !FLevelEditorActionCallbacks::ToggleFavorite_IsChecked() )
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{
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TAttribute<FText> ToggleFavoriteLabel;
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ToggleFavoriteLabel.BindStatic( &Local::GetToggleFavoriteLabelText );
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MenuBuilder.BeginSection("LevelEditorToggleFavorite");
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{
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().ToggleFavorite, NAME_None, ToggleFavoriteLabel );
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}
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MenuBuilder.EndSection();
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}
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}
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}
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// Recent files
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{
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struct FRecentLevelMenu
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{
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static void MakeRecentLevelMenu( FMenuBuilder& InMenuBuilder )
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{
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const FMainMRUFavoritesList& MRUFavorites = *FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" ).GetMRUFavoritesList();
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const int32 NumRecents = MRUFavorites.GetNumItems();
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const int32 AllowedRecents = FMath::Min( NumRecents, FLevelEditorCommands::Get().OpenRecentFileCommands.Num() );
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for ( int32 CurRecentIndex = 0; CurRecentIndex < AllowedRecents; ++CurRecentIndex )
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{
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TSharedPtr< FUICommandInfo > OpenRecentFile = FLevelEditorCommands::Get().OpenRecentFileCommands[ CurRecentIndex ];
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const FString CurRecent = MRUFavorites.GetMRUItem( CurRecentIndex );
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|
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
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const FText ToolTip = FText::Format( LOCTEXT( "RecentLevelToolTip", "Opens recent level: {0}" ), FText::FromString( CurRecent ) );
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2014-03-14 14:13:41 -04:00
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const FText Label = FText::FromString( FPaths::GetBaseFilename( CurRecent ) );
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InMenuBuilder.AddMenuEntry( OpenRecentFile, NAME_None, Label, ToolTip );
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}
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}
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};
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const int32 NumRecents = RecentsAndFavorites.GetNumItems();
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MenuBuilder.BeginSection( "FileRecentLevels" );
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if ( NumRecents > 0 )
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{
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MenuBuilder.AddSubMenu(
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LOCTEXT("RecentLevelsSubMenu", "Recent Levels"),
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LOCTEXT("RecentLevelsSubMenu_ToolTip", "Select a level to load"),
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FNewMenuDelegate::CreateStatic( &FRecentLevelMenu::MakeRecentLevelMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.RecentLevels") );
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}
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MenuBuilder.EndSection();
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}
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}
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static void FillEditMenu( FMenuBuilder& MenuBuilder )
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{
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// Edit Actor
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{
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MenuBuilder.BeginSection("EditMain", LOCTEXT("MainHeading", "Edit") );
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{
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MenuBuilder.AddMenuEntry( FGenericCommands::Get().Cut );
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MenuBuilder.AddMenuEntry( FGenericCommands::Get().Copy );
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MenuBuilder.AddMenuEntry( FGenericCommands::Get().Paste );
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MenuBuilder.AddMenuEntry( FGenericCommands::Get().Duplicate );
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MenuBuilder.AddMenuEntry( FGenericCommands::Get().Delete );
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}
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MenuBuilder.EndSection();
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}
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}
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static void ExtendHelpMenu( FMenuBuilder& MenuBuilder )
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{
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MenuBuilder.BeginSection("HelpBrowse", NSLOCTEXT("MainHelpMenu", "Browse", "Browse"));
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{
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().BrowseDocumentation );
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2015-02-26 12:59:13 -05:00
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if(IDocumentation::Get()->CanOpenAPIHome())
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{
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().BrowseAPIReference );
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}
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2967522 on 2016/05/05 by Martin.Mittring
fixed UE-30208 Ensure taking high resolution screenshot
renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning
Change 2967541 on 2016/05/05 by Martin.Mittring
added cvar help entry to the editor menu
Change 2967544 on 2016/05/05 by Martin.Mittring
* added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting()
* fixed typo
* improved r.DisplayInternals
Change 2967685 on 2016/05/05 by Rolando.Caloca
DR - Fix 2013 compile
#jira UE-30369
Change 2967883 on 2016/05/05 by Olaf.Piesche
Making inherit rotation work for mesh particles
#jira UE-30153
Change 2967948 on 2016/05/05 by Daniel.Wright
MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
Change 2967954 on 2016/05/05 by Daniel.Wright
New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much.
Change 2967970 on 2016/05/05 by Olaf.Piesche
Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position.
#jira UE-27297
Change 2968125 on 2016/05/05 by Daniel.Wright
Hopeful fix for mac compile error with enum
Change 2968126 on 2016/05/05 by Daniel.Wright
Forward declare to fix compile error
Change 2969070 on 2016/05/06 by Martin.Mittring
fixed Clang Compile error
Change 2969224 on 2016/05/06 by Martin.Mittring
fixed Clang
Change 2969275 on 2016/05/06 by Rolando.Caloca
DR - Fix for simulation time from BP not matching material editor expression time
#jira UE-26431
Change 2969413 on 2016/05/06 by Daniel.Wright
Simple forward shading path
* Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache
* Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers
* Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
* Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime
* Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled
* Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused
Change 2969414 on 2016/05/06 by Daniel.Wright
Added cvar 'r.Fog' for scalability
Change 2969415 on 2016/05/06 by Daniel.Wright
Low end scalability setup for Paragon
Change 2969583 on 2016/05/06 by Daniel.Wright
Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target
* This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled
Change 2969597 on 2016/05/06 by Olaf.Piesche
Adding emitter tick times to Cascade viewport overlays
#jira UE-25172
Change 2969599 on 2016/05/06 by Daniel.Wright
Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability
Change 2969795 on 2016/05/06 by Daniel.Wright
Made r.SimpleForwardShading a scalability cvar
Change 2969796 on 2016/05/06 by Daniel.Wright
Enabled simple forward shading for the lowest shadow quality in Paragon
* Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality
* Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality
Change 2972338 on 2016/05/10 by Martin.Mittring
Added ImageValidator V0.11 to Perforce (for automated screenshot comparison)
Change 2972450 on 2016/05/10 by Martin.Mittring
fixed sorting issues, added column sort
Change 2972564 on 2016/05/10 by Martin.Mittring
fixed PixelCountToFail
Change 2972572 on 2016/05/10 by Martin.Mittring
added color
Change 2972667 on 2016/05/10 by Daniel.Wright
Capsule shadows support an off-center projection - fixes stereo rendering
Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case
Change 2972687 on 2016/05/10 by Martin.Mittring
split data from view
Change 2972713 on 2016/05/10 by Martin.Mittring
background validation
Change 2972742 on 2016/05/10 by Martin.Mittring
do not lock files in folder
Change 2972837 on 2016/05/10 by Daniel.Wright
Comment for tiled reflection culling edge failure case
Change 2972891 on 2016/05/10 by Daniel.Wright
Simple forward shading only supported on PC now
Change 2972927 on 2016/05/10 by Martin.Mittring
fixed comparison, added directory watcher
Change 2972952 on 2016/05/10 by Martin.Mittring
tooltips
Change 2972965 on 2016/05/10 by Martin.Mittring
readme
Change 2972986 on 2016/05/10 by Martin.Mittring
polish
Change 2973015 on 2016/05/10 by Zabir.Hoque
Clamp max cubemap resolutions for reflection capture component.
Change 2973067 on 2016/05/10 by Uriel.Doyon
Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture.
Removed deprecated classes and structures associated with old data.
Uniformized dynamic primitives and static primitives streaming logic.
Static primitive instances are now bound to level component and have visibility information.
MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier"
Change 2973129 on 2016/05/10 by Martin.Mittring
fixed crash (uninit var)
Change 2973167 on 2016/05/10 by Olaf.Piesche
Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway.
Change 2973654 on 2016/05/11 by Gil.Gribb
FIxed bad resolve from main merge
Change 2973787 on 2016/05/11 by Simon.Tovey
PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom)
#2080
Change 2973794 on 2016/05/11 by Simon.Tovey
GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport
#1646
Change 2973814 on 2016/05/11 by Chris.Bunner
Fixed D3D warning.
Change 2973868 on 2016/05/11 by Martin.Mittring
fixed compiler warning
Change 2974104 on 2016/05/11 by Uriel.Doyon
Optimized TextureStreaming ASync task by improving cache efficency.
Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures).
Change 2974163 on 2016/05/11 by Uriel.Doyon
Fixed Editor Build
Change 2974263 on 2016/05/11 by Olaf.Piesche
Fix for particle beam source/target selection
Change 2974313 on 2016/05/11 by Martin.Mittring
nicer icon
Change 2974632 on 2016/05/11 by Martin.Mittring
zoom (mouse wheel) and pan support
Change 2974651 on 2016/05/11 by Martin.Mittring
UE-30565 Blend Radius does not override Priority for blendable post process material array
#test:PC
Change 2974994 on 2016/05/12 by Uriel.Doyon
Fixed uninitialized members in texture streaming when updating dynamic primitives.
#jira UE-30632
Change 2975514 on 2016/05/12 by Olaf.Piesche
Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes
#udn 288158, and requests from several artists
Change 2975970 on 2016/05/12 by Zabir.Hoque
Enable setting high precision normals/tangets as a part of static mesh import.
Change 2976134 on 2016/05/12 by Daniel.Wright
Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc
Change 2976135 on 2016/05/12 by Daniel.Wright
Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target
Change 2976139 on 2016/05/12 by Daniel.Wright
Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget
Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget
Change 2976199 on 2016/05/12 by Brian.Karis
Improved screen space ray cast intersection heuristic.
Change 2976203 on 2016/05/12 by Brian.Karis
Fixed hair NaNs
Change 2976214 on 2016/05/12 by Zabir.Hoque
Fix compiler error on Clang
Change 2976239 on 2016/05/12 by Brian.Karis
Improved hair shadows
Change 2976240 on 2016/05/12 by Brian.Karis
Made recompileshaders specific file work again. Kind of hacky but better than nothing
Change 2976290 on 2016/05/12 by Zabir.Hoque
Few more clang compiler fixes.
#jira UE-30713
Change 2976517 on 2016/05/13 by Zabir.Hoque
Final set of fixes for compile breaks.
Change 2976535 on 2016/05/13 by Zabir.Hoque
Fix mono builds
Change 2977270 on 2016/05/13 by Zabir.Hoque
Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS
#lockdown gil.gribb
Change 2980140 on 2016/05/17 by Gil.Gribb
Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering)
#lockdown nick.penwarden
Change 2980211 on 2016/05/17 by Ben.Marsh
EC: Build DDC in Dev-Rendering every 3 hours.
#lockdown Gil.Gribb
Change 2980876 on 2016/05/17 by Michael.Trepka
Metal shader compile fix
#lockdown gil.gribb
[CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().BrowseCVars );
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2014-03-14 14:13:41 -04:00
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MenuBuilder.AddMenuSeparator();
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MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().BrowseViewportControls );
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}
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MenuBuilder.EndSection();
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}
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};
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TSharedRef< FExtender > Extender( new FExtender() );
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// Add level loading and saving menu items
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Extender->AddMenuExtension(
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"FileLoadAndSave",
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EExtensionHook::First,
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CommandList.ToSharedRef(),
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FMenuExtensionDelegate::CreateStatic( &Local::FillFileLoadAndSaveItems ) );
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// Add recent / favorites
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Extender->AddMenuExtension(
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"FileRecentFiles",
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EExtensionHook::Before,
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CommandList.ToSharedRef(),
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FMenuExtensionDelegate::CreateStatic( &Local::FillFileRecentAndFavoriteFileItems ) );
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// Extend the Edit menu
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Extender->AddMenuExtension(
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"EditHistory",
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EExtensionHook::After,
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CommandList.ToSharedRef(),
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FMenuExtensionDelegate::CreateStatic( &Local::FillEditMenu ) );
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// Extend the Help menu
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Extender->AddMenuExtension(
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"HelpOnline",
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EExtensionHook::Before,
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CommandList.ToSharedRef(),
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FMenuExtensionDelegate::CreateStatic( &Local::ExtendHelpMenu ) );
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FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
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LevelEditorModule.GetMenuExtensibilityManager()->AddExtender( Extender );
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TSharedPtr<FExtender> Extenders = LevelEditorModule.GetMenuExtensibilityManager()->GetAllExtenders();
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IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
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TSharedRef< SWidget > MenuBarWidget = MainFrameModule.MakeMainTabMenu( LevelEditor->GetTabManager(), Extenders.ToSharedRef() );
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return MenuBarWidget;
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}
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TSharedRef< SWidget > FLevelEditorMenu::MakeNotificationBar( const TSharedPtr<FUICommandList>& CommandList, TSharedPtr<class SLevelEditor> LevelEditor )
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{
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FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( "LevelEditor");
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const TSharedPtr<FExtender> NotificationBarExtenders = LevelEditorModule.GetNotificationBarExtensibilityManager()->GetAllExtenders();
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FToolBarBuilder NotificationBarBuilder( CommandList, FMultiBoxCustomization::None, NotificationBarExtenders, Orient_Horizontal );
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NotificationBarBuilder.SetStyle(&FEditorStyle::Get(), "NotificationBar");
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{
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NotificationBarBuilder.BeginSection("Start");
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NotificationBarBuilder.EndSection();
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}
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return NotificationBarBuilder.MakeWidget();
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}
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#undef LOCTEXT_NAMESPACE
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